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	<title>WoW Reviews &#38; Guides &#187; Karazhan</title>
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		<title>The Curator</title>
		<link>http://www.wowction.com/2010/08/24/curator/</link>
		<comments>http://www.wowction.com/2010/08/24/curator/#comments</comments>
		<pubDate>Wed, 25 Aug 2010 02:44:45 +0000</pubDate>
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				<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raids]]></category>
		<category><![CDATA[Wrath of the Lich King]]></category>
		<category><![CDATA[boss]]></category>
		<category><![CDATA[bosses]]></category>
		<category><![CDATA[Evocation]]></category>
		<category><![CDATA[General Tips]]></category>
		<category><![CDATA[Karazhan]]></category>
		<category><![CDATA[Nightbane]]></category>
		<category><![CDATA[Prince Malchezaar]]></category>
		<category><![CDATA[raid]]></category>
		<category><![CDATA[strat]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[The Curator]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://www.wowction.com/?p=3062</guid>
		<description><![CDATA[The Curator is an Arcane Guardian boss in the Menagerie in Karazhan. It is not optional, raids wanting to kill the bosses behind it must first defeat The Curator. The encounter is not difficult to learn, but is (for new raids) a rather hard gear check. A raid able to defeat this boss is in [...]]]></description>
			<content:encoded><![CDATA[<p><strong>The Curator</strong> is an Arcane Guardian boss in the Menagerie in Karazhan.  It is not optional, raids wanting to kill the bosses behind it must  first defeat The Curator. The encounter is not difficult to learn, but  is (for new raids) a rather hard gear check. A raid able to defeat this boss is in principle equipped well enough to clear the whole instance, save perhaps Nightbane and Prince Malchezaar.</p>

<a href='http://www.wowction.com/2010/08/24/curator/curator-wow/' title='The Curator is an Arcane Guardian boss in the Menagerie in Karazhan'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/curator-wow-150x150.jpg" class="attachment-thumbnail" alt="The Curator is an Arcane Guardian boss in the Menagerie in Karazhan" title="The Curator is an Arcane Guardian boss in the Menagerie in Karazhan" /></a>
<a href='http://www.wowction.com/2010/08/24/curator/curator-wow-2/' title='The Curator is an Arcane Guardian boss in the Menagerie in Karazhan'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/curator-wow-2-150x150.jpg" class="attachment-thumbnail" alt="The Curator is an Arcane Guardian boss in the Menagerie in Karazhan" title="The Curator is an Arcane Guardian boss in the Menagerie in Karazhan" /></a>
<a href='http://www.wowction.com/2010/08/24/curator/curator-wow-3/' title='The Curator is an Arcane Guardian boss in the Menagerie in Karazhan'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/curator-wow-3-150x150.jpg" class="attachment-thumbnail" alt="The Curator is an Arcane Guardian boss in the Menagerie in Karazhan" title="The Curator is an Arcane Guardian boss in the Menagerie in Karazhan" /></a>
<a href='http://www.wowction.com/2010/08/24/curator/curator-wow-4/' title='The Curator is an Arcane Guardian boss in the Menagerie in Karazhan'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/curator-wow-4-150x150.jpg" class="attachment-thumbnail" alt="The Curator is an Arcane Guardian boss in the Menagerie in Karazhan" title="The Curator is an Arcane Guardian boss in the Menagerie in Karazhan" /></a>

<p id="abilities"><span id="more-3062"></span></p>
<h2>Abilities</h2>
<ul>
<li>
<div>Summon Astral Flare &#8211; The Curator will spawn one Astral Flare every 10 seconds. This ability costs 10% of the Curator&#8217;s mana. The  flares have approximately 12,000 Hit Points and attack using Arcing Sear and dealing arcane damage to up to 3 players in melee range every  second. Everyone needs to be spread out to avoid this damage. The flares  deal only Arcane damage and obey threat rules, but are immune to taunt.</div>
</li>
<li>
<div>Hateful Bolt &#8211; The Curator occasionally targets the second person on his aggro list  with an arcane bolt that hits for approximately 4500 to 6000 Arcane  damage. This ability is both fully and partially resistable.</div>
</li>
<li>
<div>Evocation &#8211; Upon exhausting its mana pool by summoning one last astral flare, the  Curator will channel evocation for 20 seconds. During this evocation  all damage taken is increased by 200%. The Curator will not attack or  summon flares during this spell. The list of &#8220;prime&#8221; targets for Hateful  Bolts is reset at this time.</div>
</li>
<li>
<div>Enrage &#8211; At 15%, it  will enrage. This largely increases melee damage output and rate at  which Hateful Bolts are cast. It  will not summon Astral Flares or use  evocation during this time.</div>
</li>
<li>
<div>Berserk &#8211; If the Curator is not killed within 12 minutes, it will go berserk and end your raid quickly.</div>
</li>
</ul>
<h2 id="general-tips">General Tips</h2>
<ul>
<li>
<div>The Curator and Astral Flares are immune to all arcane damage.</div>
</li>
<li>
<div>The Curator is also immune to all mana-draining abilities and spells.</div>
</li>
<li>
<div>The  Hateful Bolt tank should be kept at full <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>, as the target for  Hateful Bolt will change if the current Hateful Bolt target drops too  low.</div>
</li>
</ul>
<h2 id="class-specific-tips">Class-specific Tips</h2>
<ul>
<li>
<div>Priests can easily gain a full mana pool back during an evocation if Shadowfiend is cast at the most opportune time. Be aware though, that the  Shadowfiend has been known to change targets should an Astral Flare hit  it, rendering it much less effective than if it were attacking the  vulnerable Curator.</div>
</li>
<li>
<div>Priests should remember to refrain from the use of Shadow Word: Death during an evocation, as the reflected damage could prove fatal if it critically strikes or you&#8217;ve sustained damage from flares.</div>
</li>
<li>
<div>Shamans can maximize raid damage with a Bloodlust (or Heroism) timed several seconds <em>before</em> an evocation. Considering the fact that it lasts 40 seconds, it will  cause the last flare to die more quickly and give the raid much more  time to deal as much damage as possible during an evocation.</div>
</li>
<li>
<div>Warlocks &#8211; Timing a Curse of Doom to tick during evocation can massively boost your damage dealt during this encounter. Casting Death Coil during evocation can deal heavy instant damage and heal you for just as much.</div>
</li>
<li>
<div>Mages  &#8211; Save damage cooldowns for evocation. As a caster, the flares can  prove to be annoying with spell interruption, and you&#8217;ll miss out on a  load of damage you could be applying to the curator when it&#8217;s taking  200% extra damage.</div>
</li>
</ul>
<h2>Strategy</h2>
<p>For new raids first entering Karazhan, the Curator is rather hard to  kill. It&#8217;s not a coincidence that this boss drops the first class set  tokens &#8211; they really want them to be earned. There&#8217;s not much strategy  or room for fancy maneuvers &#8211; either the raid has the required <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> and  the necessary mana endurance, or it does not.</p>
<p>Most of the fight consists of two alternating phases: a 90 second  Flare Phase followed by a 20 second Evocation Phase. Once the Curator&#8217;s  <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> drops below 15% it does a soft enrage, stops summoning Flares  and Evocating, but instead increases melee attack speed and Hateful Bolt  frequency. 10 minutes after the pull the Curator does a hard enrage and  wipes the raid very quickly.</p>
<p><a id="Flare_phase" rel="nofollow" name="Flare_phase"></a></p>
<h3>Flare phase</h3>
<p>During the Flare Phase, The Curator summons ten Astral Flares, hits  the tank with moderate melee damage, and casts Hateful Bolts.</p>
<p>The Curator summons one Astral Flare every 10 seconds, at a cost  of 10% of its mana. Each Flare spawns with about 1000 threat from a  random, non-tank player character and advances in that character&#8217;s  direction while hitting nearby enemies with Arcing Sear.</p>
<p>Each Flare <em>must</em> be destroyed within 10 seconds, before the  next one spawns. Failure to do so results in multiple Flares dealing  damage at the same time &#8211; this situation usually means a wipe. It is not  necessary to damage the Curator at all during this phase.  Damaging the  Curator <em>is</em> permissible, but only when no Flares are up (unless the raid has excess <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a>:  see Positioning below).</p>
<p>This cannot be over-emphasized: <em>By far, the most important part of the fight is killing the Astral Flares as quickly as possible.</em> Wipes usually happen because the healers run out of mana.  They run  out of mana because the Flares live too long.  The solution is almost  always to kill the Flares faster. The faster each Flare dies, the easier  the healers&#8217; job becomes.</p>
<p>While it is not necessary to tank the Flares, doing so gets them  to hold still and makes them easier to kill.  A hunter pet with attack  power buffs and specced for arcane resistance and stamina is ideal for  this task.  Warriors, bear druids, paladins, and enhancement shamans can  do the job, too. A decently-geared retribution paladin can rather  easily hold the flares in place with Righteous Fury and burst Holy damage threat.</p>
<p>The Curator casts a Hateful Bolt every 10 to 15 seconds.  The  current best theory is that the Hateful Bolt hits the non-tank character  that has generated the most threat on The Curator since the last  Evocation and currently has enough <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> to survive the damage from the  Bolt.</p>
<p>It is possible to assign one character &#8211; preferably a warlock or a  shadow priest &#8211; as Hateful Bolt soaker. This character attracts most of  the Hateful Bolts by steadily damaging The Curator. Equipping the  soaker with arcane resistance gear negates a substantial amount of the  damage from the Hateful Bolts.  Note that using a soaker is reasonable  only when the raid is still able to kill the Flares fast enough.  It&#8217;s  typically done when using only two healers.</p>
<p><a id="Evocation_phase" rel="nofollow" name="Evocation_phase"></a></p>
<h3>Evocation phase</h3>
<p>Immediately after The Curator summons the tenth Astral Flare with the  last of its mana, it enters a state of Evocation for 20 seconds while  it refills its mana. While it does so, it goes completely inactive and  all damage dealt against it is tripled.</p>
<p>Most raids must first concentrate on killing the tenth and last  Flare before switching damage over to the Curator. Otherwise, there may  be two Flares up after the Evocation, which is bad (see above). Killing  the Flare quickly also grants the healers a few seconds break for mana  regeneration.  Overgeared raids can attack The Curator immediately to  speed up the fight, and clean up the extra Flares after Evocation.</p>
<p>Cooldown and single-use abilities that temporarily increase  damage output should be saved up for this moment and be activated at the  beginning of the phase to quickly kill the last Astral Flare and to  make the most out of the Curator&#8217;s temporary vulnerability.</p>
<p>Once the Curator has finished refilling mana, the fight continues with the next Flare Phase.</p>
<p><a id="Enrage_phase" rel="nofollow" name="Enrage_phase"></a></p>
<h3>Enrage phase</h3>
<p>When The Curator&#8217;s <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> drops below 15%, it immediately switches to  the Enrage Phase. It stops summoning Astral Flares, ceases Evocations,  and increases melee damage output and Hateful Bolt frequency. This means  that the healers have to give the main tank and Hateful Bolt victims  more attention while everyone else just nukes The Curator. This phase is  actually the easiest part of the fight.</p>
<h2>Positioning</h2>
<p>Positioning is a secondary concern, but it can help raids with  marginal gear. A concentrated setup increases damage on the Flares by  eliminating the need for melee damage-dealers to chase down Flares.  A  distributed setup reduces damage from the Flares by reducing the  chaining of Arcing Sear.</p>
<p><a id="Concentrated" rel="nofollow" name="Concentrated"></a></p>
<h3>Concentrated</h3>
<p>If melee damage dealers are needed on the Flares, everybody except  the hunters sets up close together, with the hunters as close as  possible, just at their minimum range.  The main tank is on one side of  The Curator, and everybody else is on top of each other on its back  (within melee range). This makes it easy for the melee characters to  damage the Flares and quickly switch to The Curator when no Flares are  up. The drawback of this method is that the Flare damage is maximized.   This is offset to some extent because multi-target heal spells like Chain Heal also have their maximum effect.  More importantly, the Flares die more  quickly in this formation, so they have less time to do damage.</p>
<p><a id="Distributed" rel="nofollow" name="Distributed"></a></p>
<h3>Distributed</h3>
<p>If the raid&#8217;s ranged <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> is high enough to kill the Flares quickly  (in less than eight seconds) without support from the melee characters,  the melee group sets up close to The Curator and stays put.  The ranged  damage dealers and healers spread out and each stays at least ten yards  away from everybody else. This significantly reduces Flare damage,  because Arcing Sear doesn&#8217;t jump farther than ten yards. Also, the melee  group is on the Curator all the time, which shortens the fight.</p>
<p>If melee characters have to help killing Flares, the distributed  setup does not work well.  Even a single melee damage dealer chasing  Flares breaks the ten yard pattern, and thus the Flare damage is  maximized anyways.  Worse, that melee character loses a lot of damage  output while running around.  Because of this, a concentrated setup is  best for most raids new to this encounter.</p>
<h2>Miscellaneous Tips</h2>
<ul>
<li> For most problems on The Curator, the solution is to kill the  Flares faster. If that doesn&#8217;t work, the best solution is usually to  come back later with better gear, better specs, and more consumables.  Underpowered raids simply cannot win this fight.</li>
<li> Mana is an issue in this fight. Make sure everyone has enough mana potions and mana regeneration consumables.</li>
<li> Threat is not an issue in this fight.  Use buffs or totems  that facilitate quick Flare-killing.  Don&#8217;t use buffs like Salvation  that reduce threat.</li>
<li> Multi-target heals are very effective, especially Chain Heal and Prayer of Mending. Circle of Healing can be good too, but requires very good priest gear to be really efficient.</li>
<li> The following simple macro is handy to help damage-dealers target live Astral Flares quickly:
<pre>/cleartarget
/target Astral Flare
/stopmacro [nodead, harm]
/target The Curator</pre>
</li>
<li> While it&#8217;s tempting to use arcane resistance gear, it slows down Flare-killing. It&#8217;s somewhat useful on the tank,  any Hateful Bolt soaker, and any Flare tank, but generally harmful on  other characters.</li>
<li> Flares spawn to the left or right of The Curator in a pattern.  Learn the pattern to pick them up faster.</li>
<li> When The Curator starts evocating, some <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> meter chasers are  tempted to cheat by attacking The Curator before the last Flare is dead.  This leads to wipes in marginal raids. Watch out for cheaters and stop  them.  On well-geared raids though this is actually useful.</li>
<li> The fight can be reset by running down the last stairs before the room.</li>
<li> Astral Flares do not live long enough for damage-over-time spells to be effective.  Warlocks can use Searing Pain or Shadow Bolt instead.</li>
<li> If there are multiple hunters, they should spread out from  each other. This avoids more than one being forced into melee combat  when an Astral Flare comes their way.  Feign death and (manually cast) Growl can keep the Flares at range.</li>
<li> A Cauldron of Major Arcane <a href="http://www.wowction.com/tag/protection/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Protection">Protection</a> gives the healers a break.</li>
<li> Warlocks can cast Curse of Doom on the Curator somewhere between the summoning of the fourth and sixth  Astral Flares. It&#8217;s best to time it such that it goes off right at the  start of the Evocation, so that it can be replaced by Curse of the Elements or Curse of Recklessness when the rest of the raid starts to deal damage.</li>
<li> Priests should use their Shadowfiend during an Evocation phase. While dealing triple damage, the Shadowfiend can refill your whole mana bar.</li>
<li> Shamans should use their Bloodlust or Heroism during the eighth Flare.</li>
<li> If The Curator is mistakenly pulled while other players are  elsewhere in the dungeon (i.e.: repairing in Midnights room), those  player may be teleported up into The Menagerie.  This causes certain  death if the players cannot get to the stairs to reset the Curator.</li>
</ul>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div><a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">Health</a>: 488,635</div>
</li>
<li>
<div>Mana: 67,740</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
</ul>
</div>
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		<title>Maiden of Virtue</title>
		<link>http://www.wowction.com/2010/08/05/maiden-virtue/</link>
		<comments>http://www.wowction.com/2010/08/05/maiden-virtue/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 02:50:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Burning Crusade]]></category>
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		<category><![CDATA[first]]></category>
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		<category><![CDATA[maiden of virtue]]></category>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2660</guid>
		<description><![CDATA[Maiden of Virtue is a titan-like boss in the Guest Chambers wing of Karazhan. She is, ironically, being the Maiden of Virtue, put behind the rooms that are full of ladies of the night. It is unclear how this happened or who sent her. The Maiden is optional; it is not necessary to kill her [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Maiden of Virtue</strong> is a titan-like boss in the Guest Chambers wing of Karazhan. She is, ironically, being the Maiden of <em>Virtue</em>,  put behind the rooms that are full of ladies of the night. It is  unclear how this happened or who sent her. The Maiden is optional; it is  not necessary to kill her in order to reach other bosses.</p>

<a href='http://www.wowction.com/2010/08/05/maiden-virtue/maiden-virtue-wow/' title='Maiden of Virtue is a titanlike construct in The Guest Chambers.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/maiden-virtue-wow-150x150.jpg" class="attachment-thumbnail" alt="Maiden of Virtue is a titanlike construct in The Guest Chambers." title="Maiden of Virtue is a titanlike construct in The Guest Chambers." /></a>
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<a href='http://www.wowction.com/2010/08/05/maiden-virtue/maiden-virtue-wow-3/' title='Maiden of Virtue is a titanlike construct in The Guest Chambers.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/maiden-virtue-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Maiden of Virtue is a titanlike construct in The Guest Chambers." title="Maiden of Virtue is a titanlike construct in The Guest Chambers." /></a>
<a href='http://www.wowction.com/2010/08/05/maiden-virtue/maiden-virtue-wow-4/' title='Maiden of Virtue is a titanlike construct in The Guest Chambers.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/maiden-virtue-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Maiden of Virtue is a titanlike construct in The Guest Chambers." title="Maiden of Virtue is a titanlike construct in The Guest Chambers." /></a>
<a href='http://www.wowction.com/2010/08/05/maiden-virtue/maiden-virtue-wow-5/' title='Maiden of Virtue is a titanlike construct in The Guest Chambers.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/maiden-virtue-wow-5-150x150.jpg" class="attachment-thumbnail" alt="Maiden of Virtue is a titanlike construct in The Guest Chambers." title="Maiden of Virtue is a titanlike construct in The Guest Chambers." /></a>
<a href='http://www.wowction.com/2010/08/05/maiden-virtue/maiden-virtue-wow-6/' title='Maiden of Virtue is a titanlike construct in The Guest Chambers.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/maiden-virtue-wow-6-150x150.jpg" class="attachment-thumbnail" alt="Maiden of Virtue is a titanlike construct in The Guest Chambers." title="Maiden of Virtue is a titanlike construct in The Guest Chambers." /></a>

<p><span id="more-2660"></span></p>
<h2>Abilities</h2>
<p>She hits relatively hard and fast, and is immune to taunt effects.</p>
<ul>
<li>
<div><a href="http://www.wowhead.com/spell=29522">Holy Fire</a>:  Consumes an enemy in flames for 3500 fire damage, burning it and  inflicting additional 1750 fire damage every 2 seconds over 12 sec.  Targets a random person not in melee range, counting pets.</div>
</li>
<li>
<div><a href="http://www.wowhead.com/spell=32445">Holy Wrath</a>:  AoE chained holy damage, inflicting more damage for every target it  hits. No cast time, 20 sec. cooldown. Similar to the ability High Priest Venoxis uses. Hits for around 2000 on the first target, 2900 on the second, 3800 on the third, 5400 on the fourth.</div>
</li>
<li>
<div><a href="http://www.wowhead.com/spell=29511">Repentance</a>:  Puts all players in a state of meditation, incapacitating them for up  to 12 sec. Any damage caused will awaken the target. Also deals about  1500-2000 holy damage. She casts Repentance at random intervals, but no  more often than 25 seconds. This affects all players. This effect cannot  be dispelled, but several abilities can make you immune to it. Does not  hit her current target.</div>
</li>
<li>
<div><a href="http://www.wowhead.com/spell=29512">Holy Ground</a>:  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. Breaks  the Repentance stun</div>
</li>
</ul>
<h2>Strategy</h2>
<p>The Maiden of Virtue does not have phases in her fight.  She behaves the same from the start of the fight to the end.</p>
<p>The Maiden uses all her abilities at random, not on a strict  timer.  For example, when the Repentance cooldown is over, she does not  always cast it immediately; it just means that it&#8217;s <em>possible</em> for her to cast it.  However, she does not cast Holy Fire while Repentance is active.</p>
<p>Wipes occur at this boss for mainly two reasons &#8211; either the tank  dies while the healers are incapacitated from a Repentance, or too many  raid members die from Holy Fire.  A wipe is also possible due to poor  positioning which leads to a chained Holy Wrath.  Once these risks are  managed correctly, this is a fairly easy fight.</p>
<p><a id="Positioning" rel="nofollow" name="Positioning"></a></p>
<h3>Positioning</h3>
<p>Correct positioning of the raid is the key here, healer positioning  in particular. Ranged and healers should be far enough away from the  Maiden to be outside of the Holy Ground attack. At the same time, the  whole raid needs to be in range and sight of a dispeller and be spread  out far enough to avoid chaining Holy Wrath. These requirements are  easily matched with the following setup:</p>
<p>There are eight pillars around the room. Put one non-melee raid  member at the outside wall in each gap between two pillars. Place the  healers opposite of each other. Melee and tank can start wherever they  like.</p>
<p>Tank her in the center of the room, right where she stands. After  the pull, the raid members all move to their assigned gap between the  pillars, and take exactly one step up the stair leading to her. This  puts the whole raid in LoS, healing and dispel range of each other, but far enough apart to prevent the Holy Wrath from hitting more than the melee group.</p>
<p>Instead of standing between the pillars, it&#8217;s just as good if the  raid members stand with their backs to the pillars. Just synchronize so  that everybody takes the left (or right) pillar, and no two people end  up using the same one.</p>
<p><a id="Repentance" rel="nofollow" name="Repentance"></a></p>
<h3>Repentance</h3>
<p>There are several ways to survive Repentance:</p>
<ul>
<li> A paladin healer casts and refreshes Blessing of Sacrifice (rank 1) on any melee character to constantly take damage, breaking the effect.</li>
<li> A paladin uses Divine Shield to dispel repentance, then heals.  This is usable only once per paladin.</li>
<li> A healer (preferably one which cannot dispel) moves into the  Holy Ground after the Repentance cooldown is over. Since it can take a  while until she casts Repentance, this may effectively take the healer  out of the combat for a while (due to the silence effect). This also  increases the danger from a chained Holy Wrath. After she casts  Repentance, the healer moves out of Holy Ground and resumes healing.</li>
<li> The tank moves the Maiden towards a healer, to wake up the healer with damage from Holy Ground.</li>
<li> The tank is loaded with HoT spells.</li>
<li> The tank uses cooldown moves such as Last Stand, <a href="http://www.wowction.com/tag/shield-wall/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with shield wall">Shield Wall</a>, potions, healthstones, and Nightmare Seeds.</li>
<li> Melee damage-dealers that can heal (cat druids, retribution  paladins, and enhancement shamans) run out to heal during Repentance.</li>
</ul>
<p>All of these methods work well, and they work better in combination with each other.</p>
<p><a id="Holy_Fire" rel="nofollow" name="Holy_Fire"></a></p>
<h3>Holy Fire</h3>
<p>Holy Fire will quickly kill its victim unless removed.  It is imperative to deal with it.</p>
<p>The easiest method to deal with Holy Fire is to have Grounding Totems up.  With an alert Shaman and a little luck this one totem can absorb  all Holy Fires targeted at that group. With one shaman in each group the  fight actually becomes quite easy.  Grounding totems have a limited  range, so positions must be assigned carefully to make sure that  everyone in the group is protected.</p>
<p>Holy Fire is a Magic debuff, and thus can be removed by the following:</p>
<ul>
<li> Priests&#8217; Dispel Magic</li>
<li> Paladins&#8217; Cleanse and Divine Shield</li>
<li> Felhounds&#8217; Devour Magic</li>
<li> Restorative Potion</li>
<li> Warlocks&#8217; Spellstone</li>
<li> Mages&#8217; Ice Block</li>
<li> Rogues&#8217; Cloak of Shadows</li>
</ul>
<p>Holy Fire can also be spell reflected.</p>
<p>Healers and dispellers must be very alert to deal with Holy Fire.  Every raid member needs to be topped off at all times, and Holy Fires  must be dispelled as quickly as possible. This cannot be stressed  enough, as it is the most important aspect of the fight:  <em>Dispel as quickly as possible.</em> Unless someone would die, cancel the spell you&#8217;re currently casting to  dispel immediately, so you spend less time and mana healing Holy Fire  victims. Some raids place two dedicated dispellers on opposite sides of  the room.</p>
<p>Holy Fire deals fire damage (not holy), thus Major Fire <a href="http://www.wowction.com/tag/protection/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Protection">Protection</a> Potions are useful.</p>
<p>This is the first fight since Chromaggus where dispelling debuffs is critical.  Priests and paladins that are  new to this fight usually have some initial difficulty dispelling fast  enough to avoid wipes.  This is normal, so be patient.  Once they have a  little practice and figure it out, though, the Maiden is a fairly easy  fight.</p>
<h2>Additional tips and methods</h2>
<ul>
<li> If a Priest casts Shadow Word: Death on the Maiden during the  0.5 second cast of Repentance the backfiring damage will break the  Repentance. This requires a timing mod, keeping the Maiden as the target  (or using a focus macro) during the time she could cast Repentance and of course a fast reaction by the priest.</li>
<li>Pets are not valid targets for Holy Fire or Holy Wrath, and may thus be sent into melee with no fear of causing a chain.</li>
<li>Melee should stand at the edge of Maiden&#8217;s hit box, as far from  each other as possible (forming a triangle or square around her). Holy <a href="http://www.wowction.com/tag/protection/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Protection">Protection</a> potions help diminish damage taken by melee significantly, and are recommended over <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> pots.</li>
<li>Warriors who pop Berserker Rage can become immune to or break Repentance.  Being immune to Repentance effect also prevents the 2k front-end damage.</li>
<li>In contrast to some people&#8217;s belief, paladin tanks can tank  Maiden well despite Holy Ground&#8217;s silence. The silence effect only lasts  one second for every three seconds. As all of the paladin tanking  skills used during the actual tanking are instant cast, the one second  silence does not cause much problem usually.</li>
<li>Dampen Magic on melee <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> reduces the Holy Ground tick damage to 150-200 so that a  single HoT, shadow priest, or feral druid can keep them alive.</li>
<li>Amplify Magic is not a good idea at all; it appears to drastically boost her damage.</li>
<li>The rooms off the hallway prior to the Maiden do not need to be  cleared. If you choose to skip them, be sure to hug the wall to your  right or you risk drawing aggro from the mobs in the side rooms.  The  hallway and patrols are on a 60 minute timer.  However, the servants  quarters adds spawn quicker at 20-25 minutes.</li>
<li> The following macro is handy for warrior tanks to pull the Maiden to a healer under the effects of repentance:
<pre>/target &lt;healer's name&gt;
/cast Intervene
/targetlasttarget
</pre>
</li>
<li> Priests, paladins, and warlocks may use a dispel assist add-on such as Decursive, Healbot, or Smartbuff to speed up removal of Holy Fire.  The following simple macro is a reasonable replacement:
<pre>/stopcasting
/cast [target=mouseover] Dispel Magic</pre>
<p>(Replace &#8220;Dispel Magic&#8221; with  &#8220;Cleanse&#8221; or &#8220;Devour Magic&#8221; for paladins or warlocks.)  Drag the group  windows out of the raid panel before the fight.  When the Holy Fire icon  appears beside someone&#8217;s name, just point at the name and hit the macro  hotkey.  No clicking or target switching is required.</li>
<li> The following macro is useful for Paladins keeping up Blessing  of Sacrifice on the Main Tank but are busy targeting other party  members with cleanses and heals:
<pre>/cast [target=NAMEOFTANK] Blessing of Sacrifice</pre>
<p>The  macro will not mess with your targeting at all.  Max-rank BoS is  recommended since the whole point is to keep the tank up and the pally  won&#8217;t take much damage anyway.</li>
<li> The Maiden cannot be reset.  She will pursue her targets all the way to the zone portal.</li>
<li> Since Maiden casts Repentance at specific intervals throughout  the fight, certain mods exist that can warn the raid of an impending  Repentance.  This can allow a healer to walk into the Holy Ground effect  just before the Repentance lands, instead of having to stand there  taking damage for an extended period.</li>
<li> Beast Mastery Hunters can use Bestial Wrath just before a Repentance to negate its effect.</li>
<li> The Insignia of the Alliance and Insignia of the Horde can both be used while under the effects of Repentance to break its effect.</li>
</ul>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div><a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">Health</a>: 297,430</div>
</li>
<li>
<div>Mana: 67,740</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>
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		<title>Moroes, Tower Steward</title>
		<link>http://www.wowction.com/2010/08/05/moroes-tower-steward/</link>
		<comments>http://www.wowction.com/2010/08/05/moroes-tower-steward/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 00:44:09 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2648</guid>
		<description><![CDATA[Moroes, the Tower Steward, is an undead rogue boss found in Karazhan. Moroes is accompanied by four level 70 elite undead mobs; these four mobs are picked randomly from a list of six possibles mobs. Background In The Last Guardian, Moroes was described as Medivh&#8217;s castellan or personal house servant. He was an oddly thin [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Moroes</strong>, the Tower Steward, is an undead rogue boss found in Karazhan.  Moroes is accompanied by four level 70 elite undead mobs; these four  mobs are picked randomly from a list of six possibles mobs.</p>

<a href='http://www.wowction.com/2010/08/05/moroes-tower-steward/moroes-tower-steward-wow/' title='Moroes, the Tower Steward, is an undead rogue boss found in Karazhan. '><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/moroes-tower-steward-wow-150x150.jpg" class="attachment-thumbnail" alt="Moroes, the Tower Steward, is an undead rogue boss found in Karazhan." title="Moroes, the Tower Steward, is an undead rogue boss found in Karazhan." /></a>
<a href='http://www.wowction.com/2010/08/05/moroes-tower-steward/moroes-tower-steward-wow-2/' title='Moroes, the Tower Steward, is an undead rogue boss found in Karazhan. '><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/moroes-tower-steward-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Moroes, the Tower Steward, is an undead rogue boss found in Karazhan." title="Moroes, the Tower Steward, is an undead rogue boss found in Karazhan." /></a>
<a href='http://www.wowction.com/2010/08/05/moroes-tower-steward/moroes-tower-steward-wow-3/' title='Moroes, the Tower Steward, is an undead rogue boss found in Karazhan. '><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/moroes-tower-steward-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Moroes, the Tower Steward, is an undead rogue boss found in Karazhan." title="Moroes, the Tower Steward, is an undead rogue boss found in Karazhan." /></a>

<p><span id="more-2648"></span></p>
<h2>Background</h2>
<p>In <em>The Last Guardian</em>, Moroes was described as Medivh&#8217;s  castellan or personal house servant. He was an oddly thin man, too  thin.  It made Khadgar think Medivh mutated animals to serve him. He was  also ghostly in appearance, who wore horse blinders over his eyes in  order to escape the wandering visions that plagued Medivh&#8217;s tower. He  described to Khadgar (who had traveled from Dalaran to serve as Medivh&#8217;s apprentice) how he had seen a vision of himself breaking one of Cook&#8217;s  crystal dishes and — despite trying to avoid doing so — ended up  shattering it anyway; he wore the blinders until the day he died. He was  killed by Medivh, who was in the final stages of madness, and is now  buried beside both his master and Cook outside of Karazhan. It seemed  that Moroes wasn&#8217;t surprised that he was murdered by Medivh, according  to <em>The Last Guardian</em>, it said: <em>His eyes were wide and open, but his face was surprsingly composed. Not even death seemed to surprise the castellan</em>.</p>
<p>Moroes has been resurrected by the new master of Karazhan. He is  one of the first bosses encountered by adventurers. He has been revived  as an undead and wields two wicked daggers when attacking. He seems to  have retained much of his personality during life since after wiping the  raid he states Medivh will return from Stormwind City.</p>
<p>The party he &#8220;holds&#8221; in the tower&#8217;s Banquet Hall includes ghosts of relatives of Darkshire noblemen as guests. Names of all of the NPCs in the Hall, including Ebonlocke who refuses to take part in the festivities, can be found as names of notable citizens of the Duskwood town.</p>
<h2 id="abilities">Abilities</h2>
<ul>
<li>
<div>Basic melee: 1600-2500 damage on plate wearers.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=29448">Vanish</a></strong>: Vanishes, does not reset aggro.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=37066">Garrote</a></strong>:  After reappearing from vanish he will immediately <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">garrote</a> someone,  dealing 1075 damage every 3 seconds for five minutes, a total of 107.5k  damage. Can be removed by <a href="http://www.wowhead.com/spell=1020">(Spell #1020)</a>, <a href="http://www.wowhead.com/spell=10278">Hand of Protection</a>, <a href="http://www.wowhead.com/spell=45438">Ice Block</a>, and <a href="http://www.wowhead.com/spell=20594">Stoneform</a>.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=34694">Blind</a></strong>: A poison that occasionally blinds a target in melee range, causing them to wander. <em>Dispellable</em>. If one tank is gouged and the other tank is blinded, Moroes will run rampant on the group.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=29425">Gouge</a></strong>:  Gouges the person with the highest threat, incapacitating them for a  few seconds. Moroes will then attack the person with the second highest  threat.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=37023">Frenzy</a></strong>: When Moroes&#8217; <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> reaches 30% he will enrage, increasing his damage done by 20%.</div>
</li>
</ul>
<h2>Strategy</h2>
<p>The Moroes encounter tests your raid&#8217;s ability to control several  targets while also maintaining high <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a>. Success requires a solid  control strategy for his four dinner guests. If allowed to go free, they  will quickly put an end to the squishies. Control must be established immediately on the pull and maintained throughout the fight.</p>
<p>Once control is established, the encounter becomes a race between  the raid&#8217;s damage output and the building damage caused by <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a>.  Each time a <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> is applied, the strain on the healers increases.  Moroes must die before the healing needed becomes too much to handle.</p>
<p><a id="The_dinner_guests_.28adds.29" rel="nofollow" name="The_dinner_guests_.28adds.29"></a></p>
<h3>The dinner guests (adds)</h3>
<p>Moroes has four different random dinner guests (adds), consisting of the members of Noble House of Darkshire, from the following list in every instance. Each add is based off a class and spec. The following table lists them in a good kill order:</p>
<dl>
<dt> Baroness Dorothea Millstipe</dt>
<dd> Her mana burn spell is the single most dangerous factor in this fight.   It can burn all the mana from a healer, leading to a wipe. Fortunately,  her cloth armor makes her easy to kill.  Burn her down first, and as  quickly as possible.  Interrupt, silence, and stun her attempts to cast  the mana burn.  She does not need a tank, but make sure to heal her  target. </dd>
</dl>
<dl>
<dt> Lady Catriona Von&#8217;Indi</dt>
<dd> She does not appear to use her Dispel Magic to free the other dinner  guests from shackles or traps. Instead, she uses it to remove buffs from  players. Her heals must be interrupted. If she is killed, no tank is  required. </dd>
</dl>
<dl>
<dt> Lady Keira Berrybuck</dt>
<dd> Her heals and cleanses make her extremely disruptive, as she will  release her friends from Shackle Undead and Freezing Trap. Her Blessing  of Might adds 550 attack power and is also dangerous, especially on  Moroes. Due to her armor and Divine Shield she is more difficult to kill  than the priests. Therefore, she is a high priority to keep shackled  the whole fight.  If she is killed or trapped, warn the raid that  shackles and other traps will break early and that priests, hunters, and  shamans must get rid of the Blessing of Might.  Her Divine Shield can  be dispelled with Mass Dispel.  If she is to be killed, a tank is a good  idea, but not required. </dd>
</dl>
<dl>
<dt> Baron Rafe Dreuger</dt>
<dd> His main threat is his ability to stun his main target with Hammer of  Justice and take off after a healer. While he has a documented Cleanse  ability, he does not appear to use it much. He may be trapped, so long  as the hunter is careful not to let him get close enough to stun. A tank  is required to kill him. </dd>
</dl>
<dl>
<dt> Lord Robin Daris</dt>
<dd> His main threat is his powerful Mortal Strike.  He will quickly kill  anyone but a tank.  He should generally be chain-trapped by a hunter,  then tanked and killed.  If no hunters are available, he should simply  be off-tanked (with extra heals) until it is time to kill him.  He can  also be kept shackled the whole fight, but with great caution; the  priest will die in one hit if he gets loose for long enough.  Keep him  away from the raid, as his whirlwind causes damage if he uses it in a  crowd. </dd>
</dl>
<dl>
<dt> Lord Crispin Ference</dt>
<dd> He doesn&#8217;t do a lot of damage, but takes a long time to kill.  Therefore, it&#8217;s reasonable to attack Moroes while Ference is still  alive.  Although his disarm ability is annoying, it is reasonable to  off-tank him as a &#8220;rage battery&#8221;, especially as a druid bear.  Once the  other dinner guests are dead or shackled, he can be trapped, turned, or  killed when Moroes vanishes. </dd>
</dl>
<p>As many adds as possible should be crowd controlled. The adds can be controlled with the priest&#8217;s Shackle Undead, the paladin&#8217;s Turn Evil, the hunter&#8217;s Freezing Trap,  off-tanking, snares (with kiting), and stuns. Be careful when using a  paladin to fear the adds, since if an add exits the room, the encounter  resets.</p>
<p>Shackles can be maintained until Moroes is dead.  Adds for which  no shackle is available should usually be killed before Moroes. One good  sequence is to follow the above list from top to bottom &#8211; the priests  have the least <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> and require no tank, the paladins can dispel, and  the warriors take longer to kill due to their high <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> (particularly  Ference).</p>
<p><a id="Garrote" rel="nofollow" name="Garrote"></a></p>
<h3><a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a></h3>
<p>Moroes vanishes every 30 seconds, and upon return randomly Garrotes a  raid member. <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> is a bleed effect and deals 1,000 damage every  three seconds for 300 seconds (5 minutes, for a total of 100,000  damage). After he garrotes, Moroes immediately returns to the highest  threat target. <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> can be removed by the following abilities only:</p>
<ul>
<li>Dwarves&#8217; Stoneform</li>
<li>Paladins&#8217; Divine Shield and Blessing of <a href="http://www.wowction.com/tag/protection/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Protection">Protection</a></li>
<li>Mages&#8217; Ice Block</li>
<li>Items which remove bleeding effects (Luffa no longer works)</li>
<li>Death (hopefully followed by a combat resurrection)</li>
<li>It seems that hunters can avoid <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> by Feign Death during Vanish</li>
</ul>
<p>Since the possibilities to remove <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> are limited, there is no  choice but to heal through it on most raid members. One active HoT from a  well-equipped healer should be enough. Group heals work well when  multiple targets are garroted.</p>
<p>In theory, all Garrotes are automatically removed when Moroes is  defeated. However, sometimes they persist even after Moroes dies.  Resetting the encounter does <em>not</em> remove Garrotes.</p>
<p>Dying from <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> does not inflict a durability loss penalty. It  is a good idea to plan ahead (while clearing other bosses) and save all  combat resurrection cooldowns for Moroes. Do not cast soulstones before  the encounter, but wait until an important target is garroted, and only  then soulstone. This method of <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">garrote</a> removal has the advantage that  the resurrection restores some mana. If a raid member is garroted and a  combat resurrection is planned, the player should quickly spend all his  mana, then just die and be resurrected.</p>
<p>If possible, <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> should always be removed from a priest that  is maintaining a shackle. All healers are important too. Damage-dealing  classes should be cured only towards the end of the fight, while the  tanks should never get the <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> removed — they are the main heal  targets anyways, and the <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> breaks the Gouge.</p>
<p><a id="Gouge_and_the_tanks" rel="nofollow" name="Gouge_and_the_tanks"></a></p>
<h3>Gouge and the tanks</h3>
<p>Generally, two tanks are needed on Moroes. The off-tank must always  be second on the threat list, because Moroes periodically gouges the  main tank then turns to his target with the second-highest threat. This  must be the off-tank. However, it is possible to avoid the gouge by  turning your back to him, and backing up slowly until you can use your  attacks.</p>
<p>Since the off-tank gets hit only while the main-tank is Gouged,  rage may be a problem. To counter rage-starvation, the off-tank can grab  one of the adds to act as a rage battery. This also controls that add.</p>
<p>If available, a third tank can handle the adds that require tanking, or one of the two Moroes tanks can do the job.</p>
<p>As a variant, a paladin can tank Moroes and all four adds. The  paladin firsts casts Blessing of Sacrifice on a temporary off-tank (or a  warlock who can then use Hellfire to cause the paladin some damage) and  later on a <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> victim. This breaks Gouge as soon as the <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a>  ticks or the hellfire passes some damage. If Baron Rafe Dreuger is  present, the raid stun-locks, silences, and kills him quickly, so that  he cannot stun the tank.</p>
<p><a id="Dealing_with_Blind" rel="nofollow" name="Dealing_with_Blind"></a></p>
<h3>Dealing with Blind</h3>
<p>Moroes casts Blind on his closest enemy that is not his current  target. This is a poison-based disorient effect that causes the victim  to temporarily lose aggro and wander aimlessly for ten seconds. It is  broken by damage. It is devastating if Moroes Blinds the off-tank then  Gouges the main tank, as he will then generally attack a healer.</p>
<p>To avoid this, assign a non-tank character to stand on top of  Moroes at all times. This character takes the Blinds instead of the  off-tank.</p>
<p>Naturally, paladins, druids, and shamans should remove the Blind effect. Shamans should keep down a Poison Cleansing Totem to help with this.</p>
<p><a id="Preparing_for_battle" rel="nofollow" name="Preparing_for_battle"></a></p>
<h3>Preparing for battle</h3>
<p>Given the random nature of the adds and the raid&#8217;s composition, every  Moroes fight is different. The raid must make a plan before the pull  and stick with it. This fight requires more planning than anything that  comes before it in the game.</p>
<ol>
<li> Clear the entire room of all the trash.</li>
<li> Mark Moroes and all the dinner guests with raid icons.</li>
<li> Determine and announce the kill order</li>
<li> Assign targets to players for:
<ul>
<li> Shackling</li>
<li> Freeze trapping</li>
<li> Fearing (via Turn Undead)</li>
<li> Tanking for Moroes, as crowd-control, and for kill targets</li>
<li> Off-tanking, for Moroes</li>
<li> Healing, for the tank, off-tank, and the rest of the raid</li>
<li> Backup duties, should someone die before his assignment is complete</li>
</ul>
</li>
</ol>
<p><a id="Executing_the_fight" rel="nofollow" name="Executing_the_fight"></a></p>
<h3>Executing the fight</h3>
<p>Once a plan is established, it&#8217;s time to execute it.</p>
<p>Pull Moroes, kill targets, and off-tank targets to one side of  the room. Pull shackle and trap targets to the other side and control  them there. This makes it less likely for the crowd-control to break  from AoE attacks, dispels, or cleanses. The tanks generate threat on  Moroes and any off-tank targets, while the controllers shackle or trap,  then switch to healing or attacking as quickly as possible.</p>
<p>Use all cooldown abilities available to attack and kill the first  target as quickly as possible. The fight becomes considerably easier to  control once one or two targets die. There&#8217;s no reason to save  damage-dealing cooldowns for Moroes. Focus fire on the planned kill  targets, in order, until Moroes dies.</p>
<p>The tank calls out when he is gouged, so that healers can switch focus to the off-tank.</p>
<p>Anyone who is controlling an add calls out when there is a problem so that someone else can help.</p>
<p>Once all non-shackled adds are killed, the raid may kill Moroes  next to speed up the fight and reduce the pressure from multiple  garrotes, or kill the shackled adds to remove the risk of them getting  loose and causing trouble.</p>
<p>After Moroes is dead, the raid may kill any remaining adds or despawn them by leaving the room.</p>
<h2>Class specific tips</h2>
<p><a id="Paladin" rel="nofollow" name="Paladin"></a></p>
<h3>Paladin</h3>
<p>Paladins should use Divine Shield to remove <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a> from themselves.  They can use Blessing of <a href="http://www.wowction.com/tag/protection/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Protection">Protection</a> to remove it from important raid  members it lands on, generally priests. A reduced cooldown on Blessing  of <a href="http://www.wowction.com/tag/protection/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Protection">Protection</a> (Guardian&#8217;s Favor) is a big bonus in this fight.</p>
<p>Paladins can use Blessing of Sacrifice on a Garroted party member  or the off-tank to mitigate the damage. This can make a difference for  low-<a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> casters and breaks Gouge on paladin tanks.</p>
<p>While Turn Evil is not reliable long-term crowd-control, it is  useful to protect healers and other crowd-controllers, should a target  get loose. To avoid resetting the encounter, do not use it near either  of the entrances to the room.</p>
<p>A paladin that is assigned to crowd-control duties can use one of  the following macros to cast Turn Evil without losing his current  target:</p>
<pre>/cast [target=Lord Robin Daris] Turn Evil
</pre>
<pre>/clearfocus [modifier:shift] [target=focus,dead] [target=focus,noexists]
/focus [target=focus,noexists]
/script SetRaidTarget("focus", 1)
/cast [target=focus] Turn Evil
</pre>
<p>See Useful Priest Macros for detailed examples and explanation.</p>
<p><a id="Priest" rel="nofollow" name="Priest"></a></p>
<h3>Priest</h3>
<p>Shadow priests generally have more spell hit than Holy Priests, and  are thus better at maintaining Shackles. Re-cast the shackle every ten  seconds or so to reduce the possibility of a target getting loose. If a  shackle target does get loose, make sure to call for help.</p>
<p>The following macros are useful for casting the shackle without losing your current target:</p>
<pre>/cast [target=Lord Robin Daris] shackle undead
</pre>
<pre>/clearfocus [modifier:shift] [target=focus,dead] [target=focus,noexists]
/focus [target=focus,noexists]
/script SetRaidTarget("focus", 1)
/cast [target=focus] Shackle Undead
</pre>
<p>See Useful priest macros for detailed examples and explanation.</p>
<p>An addon called UberShackle can also be helpful in reshackling Moroes adds.</p>
<p><a id="Warlock" rel="nofollow" name="Warlock"></a></p>
<h3>Warlock</h3>
<p>The following macro will allow a warlock voidwalker to build threat on a shackle target without breaking the shackle.  If  the shackle breaks, the target will attack the Voidwalker instead of the  priest.</p>
<pre>/clearfocus [modifier:alt]
/focus [target=focus,noexists]; [target=focus,dead]
/clearfocus [target=focus,help]
/petstay
/petfollow
/cast [pet:voidwalker,target=focus,exists,harm] Torment; Torment
</pre>
<p>Hit the macro while holding down the alt key to set the focus.  Keep  the Voidwalker in passive, and repeatedly hit this macro during the  fight to use the Torment ability.</p>
<p>Use Curse of Tongues on the caster adds to slow down mana burn and heal spells.</p>
<h3>Hunter</h3>
<p>Hunters can chain-trap one add indefinitely.  This is made easier by <a href="http://www.wowction.com/tag/survival/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Survival">survival</a> talents or the Beast Lord Armor set bonus.  They can also kite.</p>
<p>However, given the importance of high damage output in this  fight, it is not always a good idea to trap or kite for a long time.  If  the hunter is busy trapping, he can&#8217;t put out as much damage.  It may  be best to pull a target into a trap, drop a second trap, and trust in  an off-tank to pick up the trap target before the second trap breaks.</p>
<p>Hunters can use Misdirection to help the off-tank maintain threat on Moroes.</p>
<p>Hunters can drop a Freezing Trap on any (player) priest that is  keeping a target shackled.  If the shackle breaks, this will give the  priest time to re-shackle the target instead of taking hits.</p>
<p>Hunter pets specced for armor and stamina can tank kill targets, so long as they get heals.</p>
<h3>Warrior</h3>
<p>Any spec of warrior can off-tank Moroes and tank kill targets.</p>
<p>Intervene does not appear to catch <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a>.</p>
<h3>Shaman</h3>
<p>Shamans should drop Poison Cleansing Totems to get rid of Blind.   They should also be prepared to die and reincarnate if they get  Garroted.</p>
<p><a id="Druid" rel="nofollow" name="Druid"></a></p>
<h3>Druid</h3>
<p>Druids can switch into bear form and use Growl to protect any healers  or crowd-controllers that get unwanted attention.  They should  generally save their Rebirth battle resurrection for priests that are  maintaining shackles.</p>
<p><a id="Mage" rel="nofollow" name="Mage"></a></p>
<h3>Mage</h3>
<p>Mages can and should use Ice Block to get rid of <a href="http://www.wowction.com/tag/garrote/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Garrote">Garrote</a>.</p>
<p><a id="Rogue" rel="nofollow" name="Rogue"></a></p>
<h3>Rogue</h3>
<p>Use Mind-Numbing Poison on the caster adds to slow down mana burns and heals.</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div><a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">Health</a>: 270,892</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>
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		<title>Terestian Illhoof</title>
		<link>http://www.wowction.com/2010/08/05/terestian-illhoof/</link>
		<comments>http://www.wowction.com/2010/08/05/terestian-illhoof/#comments</comments>
		<pubDate>Fri, 06 Aug 2010 00:21:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Burning Crusade]]></category>
		<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raids]]></category>
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		<category><![CDATA[strategy overview]]></category>
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		<category><![CDATA[Terestian Illhoof]]></category>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2639</guid>
		<description><![CDATA[Terestian Illhoof is a corrupted satyr located in The Repository of Karazhan. He hides in a secret passage behind a bookshelf in the library. Cleansing of his presence will halt the respawning of demons directly by the bookshelf. He is an optional boss, but his loot table makes his death profitable to most adventurers. The [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Terestian Illhoof</strong> is a corrupted satyr located in The Repository of Karazhan.  He hides in a <a href="http://www.wowction.com/tag/secret-passage/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with secret passage">secret passage</a> behind a bookshelf in the library.  Cleansing of his presence will halt the respawning of demons directly by  the bookshelf. He is an optional boss, but his loot table makes his  death profitable to most adventurers.</p>

<a href='http://www.wowction.com/2010/08/05/terestian-illhoof/terestian-illhoof-wow/' title='Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan&#039;s Library wing.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/terestian-illhoof-wow-150x150.jpg" class="attachment-thumbnail" alt="Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan&#039;s Library wing." title="Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan&#039;s Library wing." /></a>
<a href='http://www.wowction.com/2010/08/05/terestian-illhoof/terestian-illhoof-wow-2/' title='Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan&#039;s Library wing.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/terestian-illhoof-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan&#039;s Library wing." title="Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan&#039;s Library wing." /></a>
<a href='http://www.wowction.com/2010/08/05/terestian-illhoof/terestian-illhoof-wow-3/' title='Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan&#039;s Library wing.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/terestian-illhoof-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan&#039;s Library wing." title="Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan&#039;s Library wing." /></a>

<p>The original <strong>satyrs</strong> are the descendants of the kaldorei highborne, the first being Xavius, who allied directly with the Burning Legion during the first invasion ten thousand years before the First War.</p>
<p><span id="more-2639"></span></p>
<h2>Abilities</h2>
<p><strong>Terestian</strong></p>
<ul>
<li>
<div><strong>Melee</strong>: Hits for roughly 6,500 on cloth.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=30055">Shadow Bolt</a></strong>: Terestian fires a shadowbolt at the target with the most amount of threat.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=30155">Heal</a></strong>:  A random character is summoned to the center of the room and becomes  paralyzed.  They immdediately begin to suffer 1,500 unresistable (and  unabsorbable) damage per second until the <a href="http://www.wowhead.com/npc=17248">chains</a> that bind the person (which count as a mob) are destroyed.  While  sacrifice is in effect, Terestian is healed for a high amount.  The  chains have approximately 13,000 <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>.</div>
</li>
<li>
<div>Berserk:  After 10 minutes, Terestian goes into a rage, and begins to spam  shadowbolts that hit for 7,000 damage on the entire raid.</div>
</li>
</ul>
<p><strong>Kil&#8217;rek</strong> <small>(58.000 HP)</small></p>
<ul>
<li>
<div><strong>Melee</strong>: Hits for roughly 2,000 on cloth.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=30053">Amplify Flames</a></strong>: An undispellable debuff that Kil&#8217;rek will place on the target highest on his threat list.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=30065">Broken Pact</a></strong>: A debuff placed on Terestian upon Kil&#8217;rek&#8217;s death.  It causes Terestian to take 25% more damage.</div>
</li>
</ul>
<p><strong>Fiendship Imp</strong> <small>(4.300 HP)</small></p>
<ul>
<li>
<div><strong>Melee</strong>: Roughly 400.  Typically used if the target is immune to fire damage, or in close proximity.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=30050">Firebolt</a></strong>: Inflicts 150 fire damage.  Will inflict 650 damage if Amplify Flames is on the target.  Has a very fast cast time.</div>
</li>
</ul>
<h2>Strategy</h2>
<p><a id="Overview_2" rel="nofollow" name="Overview_2"></a></p>
<h3>Overview</h3>
<ul>
<li> Illhoof and his imp aggro when you pull him.  After around 10  seconds, he emotes and summons two portals from the back of the room.   Imps continue to pour out of these portals at a steady rate throughout  the entire fight.</li>
<li> If Kil&#8217;rek is killed, he respawns after roughly 45 seconds and rejoins the fight.</li>
<li> When Illhoof sacrifices anyone, they appear in the circle in the middle of his room.</li>
<li> Staying bunched close to Illhoof is a good idea. Illhoof and  Kil&#8217;rek both should be tanked near the circle where the Sacrifice  happens. This makes it easy to quickly switch from Illhoof/Kil&#8217;rek to  the chains. Bunching also makes sure the warlock&#8217;s Seed of Corruption hits a lot of imps.</li>
</ul>
<p><a id="Tanking" rel="nofollow" name="Tanking"></a></p>
<h3>Tanking</h3>
<ul>
<li> Depending on the strategy used, one or two tanks should suffice for this fight.</li>
<li> Illhoof is not particularly hard to tank, although he needs to  be kept near the imps he summons so that he receives AoE damage as  well.</li>
<li> Kil&#8217;rek, his imp, can be problematic because he spawns in the  middle of battle, which generally leads to him attacking an AoE class or  a healer. A standard warrior, druid, or paladin tank works.  Even  moonkin druids, hunter pets, and voidwalkers work fine, so long as they  get attention from the healers.</li>
<li> If steady AoE is used, imps should be on that class the entire  fight. Note that if the imps are not immediately hit, they may aggro on  the healers.</li>
<li> If only one tank is used to tank both Illhoof and Kil&#8217;rek,  they should be kept out of the AoE to avoid Kil&#8217;rek aggroing on the AoE.</li>
<li> Note that a Paladin tank with Fire Resistance Aura can effectively tank Illhoof, Kil&#8217;rek, and many of the imps by spamming Consecrate with Righteous Fury active.  The healing received will refill the Paladin&#8217;s mana pool via Spiritual Attunement.</li>
</ul>
<p><a id="Kill_priority" rel="nofollow" name="Kill_priority"></a></p>
<h3>Kill priority</h3>
<ul>
<li> The most important thing in the fight is to destroy Demon  Chains as soon as they appear. Demon Chains should go down REALLY fast,  not just because the Sacrifice victim will die very quickly but also  because Illhoof will heal a lot during it AND the designated Demon Chain  healer will lose more mana spamming heals.</li>
<li> As of 2.3 Wound Poison does affect the healing from chains along with Mortal Strike and Aimed Shot.</li>
<li> The Demon Chains may be vulnerable to some DoTs (e.g., poison)  and AoE, although chains should be dying fast enough to make the former  of little use.  The Chains are not vulnerable to Blast Wave, Dragon&#8217;s  Breath, Arcane Explosion, or Consecration.</li>
<li> Kil&#8217;rek can be either slowly killed via AoE or rapidly killed  as soon as he spawns.  Killing him rapidly reduces the danger of losing  your AoE to Amplify Flames, but can make tanking problematic for the off  tank.  Killing Kil&#8217;rek first will ensure that he has the Broken Pact  debuff on longer.  As long as you can kill Kil&#8217;rek in under roughly 10  seconds, you will do more damage by killing him and reaping the benefit  of Broken Pact.</li>
<li> If it takes longer than 10 seconds to kill Kil&#8217;rek focus <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a>  on Illhoof and allow Kil&#8217;rek die from AoE/off-tank. This results in more  damage to Illhoof.</li>
<li> The following macro is hugely useful in selecting targets for this chaotic fight:
<pre>/cleartarget
/target Demon Chains
/stopmacro [nodead, harm]
/target Kil'rek
/stopmacro [nodead, harm]
/target Terestian Illhoof</pre>
</li>
</ul>
<p><a id="Dealing_with_Imps" rel="nofollow" name="Dealing_with_Imps"></a></p>
<h3>Dealing with Imps</h3>
<ul>
<li> The easiest way to kill off the spawning imps is a pair of warlocks spamming Seed of Corruption on Illhoof or on the imps themselves.  Hellfire also works.  The imps  rarely live long enough to hit the warlocks.  One warlock also works  fine.</li>
<li> Because the imps have an own aggro table it is most likely  that at a certain point in the fight multiple imps will attack one of  the healers or aoe caster, causing much spell pushback. Therefore it&#8217;s  wise to keep all healers and aoe casters in one group with Concentration  aura. If there is a Shaman or second Paladin available it might be wise  to also use Fire Resistance Totem or Aura in this group. Keeping up  Earth Shield on the Warlock would be a wise choice. The Nether <a href="http://www.wowction.com/tag/protection/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Protection">Protection</a> talent, an Earthen Elixir, Dampen Magic, Blessing of Sanctuary and Power Word: Shield are also able to help.</li>
<li> If no warlocks are available, well geared mages may suffice.</li>
<li> If your AoE is not up to the task, designate one high-damage  melee <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> (well-geared rogue or cat) to burn them down one at a time.   The Kil&#8217;rek tank can help clean up any left-overs when Kil&#8217;rek is down.</li>
<li> To give warlocks and other AoEs a break, the imps can also be feared.</li>
<li> Another extremely effective way to deal with the imps without  warlocks is to release shaman fire elementals. Chances for effective  kill go up dependent on the spell damage of the shaman or shamans and  the number of shaman. But the use of chain lightning and the elemental  pretty much guarantee a downing of the imps. This fight is absolutely  not dependent on locks alone as many have come to believe. Shaman are  also extremely effective in this fight as well as they are the only  class with an AOE pet which does not draw aggro to the player.</li>
</ul>
<p><a id="Dealing_with_Sacrifice" rel="nofollow" name="Dealing_with_Sacrifice"></a></p>
<h3>Dealing with Sacrifice</h3>
<p>At least one healer with a quick reaction time should be designated  to heal sacrifice victims. A paladin works well here, since they can  bubble out of it if they themselves become sacrificed.</p>
<ul>
<li> If you have trouble keeping sacrifice victims alive, have each  healer use one mid-level heal on the victim at the start of the effect,  to provide a cushion of <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> for the main sacrifice healer to work  with. At least one of these heals should land quickly enough to keep the  victim alive while the other heals are cast.</li>
<li> Illhoof&#8217;s Sacrifice has a three-second cast time and it&#8217;s the  only occasion for which he changes his target to someone other than the  main tank. If Healers are using addons that supply them with a &#8220;Main  Tank Target&#8217;s Target&#8221; such as CT_Raid, or use Healer Bbuttons, Clique or  [target=mouseover] macros for healing which allow them to heal while  constantly keeping Illhoof targeted, it will give them some seconds of  advance warning on who is about to be sacrificed.</li>
<li> Mages can use Ice Block and Paladins can use Divine Shield to get themselves out of a sacrifice. Druids can use Barkskin to reduce damage taken. Divine Intervention will also dispel a sacrifice if a soulstoned paladin who is low on mana opts to use it when Illhoof is close to death.</li>
<li> Healers need to be prepared for pushback when the person  handling imp AoE is sacrificed, as they  draw aggro from a rapidly  increasing number of imps. Concentration Aura helps, as does a Challenging Shout/Challenging Roar/Holy Wrath from the tank.</li>
<li> Here is a useful healer macro that will help improve sacrifice  response time tremendously &#8211; use your own spell of predilection in  place of regrowth:
<pre>/stopcasting
/target Demon Chains
/target targettarget
/cast Regrowth</pre>
</li>
<li>Keep Illhoof as close to the Sacrifice circle as possible so that Melee can make an easy switch to bring the chains down ASAP.</li>
<li>Hunters can drop a snake trap.  Illhoof sometimes sacrifices a snake instead of a player character, making things much easier.</li>
<li>A bug exists where if a member moves in between getting  teleported and getting bound by the chains, they will still take damage  even after the chains go down. If Illhoof casts Sacrifice while  targeting you, be sure to not move. Typically, this should not concern  anyone but melee <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> that have to move for Kil&#8217;rek or the chains.</li>
</ul>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div><a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">Health</a>: 489,020</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>
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		<title>Shade of Aran</title>
		<link>http://www.wowction.com/2010/08/05/shade-aran/</link>
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		<pubDate>Thu, 05 Aug 2010 04:46:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<category><![CDATA[Shade of Aran]]></category>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2629</guid>
		<description><![CDATA[The Shade of Aran is a boss in the abandoned tower of Karazhan. He is the spirit of Nielas Aran, the father of Medivh, killed in a battle to contain the future Guardian when the power inside him awakened. How his spirit became trapped inside his son&#8217;s tower is unknown. Aran is located in the [...]]]></description>
			<content:encoded><![CDATA[<p>The <strong>Shade of Aran</strong> is a boss in the abandoned tower of Karazhan. He is the spirit of Nielas Aran, the father of Medivh,  killed in a battle to contain the future Guardian when the power inside  him awakened. How his spirit became trapped inside his son&#8217;s tower is  unknown.</p>

<a href='http://www.wowction.com/2010/08/05/shade-aran/shade-aran-wow/' title='Shade of Aran is a boss in the abandoned tower of Karazhan.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/shade-aran-wow-150x150.jpg" class="attachment-thumbnail" alt="Shade of Aran is a boss in the abandoned tower of Karazhan." title="Shade of Aran is a boss in the abandoned tower of Karazhan." /></a>
<a href='http://www.wowction.com/2010/08/05/shade-aran/shade-aran-wow-2/' title='Shade of Aran is a boss in the abandoned tower of Karazhan.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/shade-aran-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Shade of Aran is a boss in the abandoned tower of Karazhan." title="Shade of Aran is a boss in the abandoned tower of Karazhan." /></a>
<a href='http://www.wowction.com/2010/08/05/shade-aran/shade-aran-wow-3/' title='Shade of Aran is a boss in the abandoned tower of Karazhan.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/shade-aran-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Shade of Aran is a boss in the abandoned tower of Karazhan." title="Shade of Aran is a boss in the abandoned tower of Karazhan." /></a>

<p>Aran is located in the Guardian&#8217;s Library in Karazhan.  He must be fought in a very small arena which is a circle approximately  45 yards in diameter. He is completely untankable, almost never melees,  doesn&#8217;t have a standard aggro list, and if he is pulled away from the  center of his arena he&#8217;ll run right back.</p>
<p>Shade of Aran is an optional boss. However, after he is defeated, a teleport to his room becomes available from Berthold <small>&lt;The Doorman&gt;</small>, and all trash mobs from The Curator to Aran (exc. one pack outside Illhoof&#8217;s door) cease to respawn.</p>
<p><span id="more-2629"></span></p>
<h2>Characteristics</h2>
<ul>
<li> Very low armor.</li>
<li> Immune to Mind Numbing Poison, Curse of Tongues, and Silence.</li>
</ul>
<p><a id="Basic_spells" rel="nofollow" name="Basic_spells"></a></p>
<h3>Basic spells</h3>
<ul>
<li> <strong>Frostbolt</strong> – Three-second cast, 3500 to 4500 frost damage and four-second slow. Interruptible.</li>
<li> <strong>Fireball</strong> – Two-second cast, 3910 to 5290 fire damage. Interruptible.</li>
<li> <strong>Arcane Missiles</strong> – Five-second channeled spell that  shoots five missiles, each dealing 1260 to 1540 arcane damage (6300-7700  total). Interruptible.</li>
<li> <strong>Chains of Ice</strong> – Ten-second root, does not break on damage.  Dispellable. Appears to be a chance on hit with frostbolt, similar to mage&#8217;s Frostbite.</li>
<li> <strong>AoE Counterspell</strong> – Ten-yard radius AoE around Aran, goes off very frequently with no warning, locks out schools of magic for 10 seconds.</li>
</ul>
<p>All of Aran&#8217;s basic spells have infinite range (even through walls —  they hit anywhere in the instance) and are randomly targeted. Pets are  valid targets for these spells, including the snakes from Snake Traps.</p>
<p>All slowing and root effects are dispellable (magic), and can be broken by the usual methods.</p>
<p>It is possible to interrupt and lock out all his basic abilities  to the point where he starts to use his melee attack. He sometimes takes  a swing even when not all his schools are locked. When meleeing, he  uses a normal aggro table. This can cause problems, as he can move out  of the center of the room and leave the raid out of position.</p>
<p>Arcane Missiles seem to be semi-intelligently targeted at the  raid member with the lowest percentage <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>, but this may simply be a  random effect.</p>
<p><a id="Special_abilities" rel="nofollow" name="Special_abilities"></a></p>
<h3>Special abilities</h3>
<p>Every 30–35 seconds, Aran uses one of his three special abilities  (never the same twice in a row). The special abilities cannot be  interrupted or locked out.</p>
<ul>
<li> <strong>Flame Wreath:</strong> Five-second cast which creates a fiery  aura around three random characters for 20 seconds. When the auras are  triggered by moving over them, they deal 3,000–4,000 fire damage to  everyone in the room. They do not disappear upon Aran&#8217;s death and can  still be triggered after the fight.</li>
<li> <strong>Circular Blizzard:</strong> Large AoE that moves slowly  clockwise around the room.  Deals 1313 to 1687 frost damage every two  seconds and slows movement speed by 65%; does not hit the center of the  room</li>
<li> <strong>Magnetic Pull / Slow / Super Arcane Explosion:</strong> Pulls  everyone to the center of the room and Slows them. This is followed by a  ten-second cast Arcane Explosion that deals 9,000-11,000 damage in a  20-yard radius.</li>
</ul>
<p><a id="Conjured_Water_Elementals" rel="nofollow" name="Conjured_Water_Elementals"></a></p>
<h3>Conjured Water Elementals</h3>
<p>At 40% <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>, the Shade of Aran summons four elite Conjured Water  Elementals with 13,000 <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>. They shoot a constant stream of  Waterbolts for ~1000-2000 damage and despawn after 90 seconds.</p>
<p><a id="Polymorph_.2F_Drink_.2F_Pyroblast" rel="nofollow" name="Polymorph_.2F_Drink_.2F_Pyroblast"></a></p>
<h3>Polymorph / Drink / Pyroblast</h3>
<p>At 20% mana or less (about 30k), Aran mass Polymorphs the entire raid, conjures some water, and starts drinking. After about  ten seconds, or if his drinking is interrupted, the polymorph breaks and  Aran does a pyroblast for 7000-7500 fire damage on the whole raid.</p>
<p><a id="Shadows_of_Aran" rel="nofollow" name="Shadows_of_Aran"></a></p>
<h3>Shadows of Aran</h3>
<p>After 12 minutes, he goes berserk and calls Shadows of Aran.  They have various high-damage AoE abilities which wipe the raid within  seconds. This is not a serious concern; the fight should never take that  long.</p>
<h2>Strategy</h2>
<p>The key to success here is <a href="http://www.wowction.com/tag/survival/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Survival">survival</a>. The Shade of Aran&#8217;s basic  attacks are not very dangerous, but the special attacks are deadly. Each  raid member must pay attention to which attack is upcoming; nobody can  sit back and just do their usual routine. Once everybody learns how to  move (or when not to move), the fight actually becomes rather easy.</p>
<p>In order to avoid the Magnetic Pull/Arcane Explosion, everybody  must run to the outer wall of the room; the Blizzard forces people  towards the center (or the other side of the room); and Flame Wreath  inhibits movement. Beyond this, casters want to stay outside the AoE  silence, and classes with spell-interrupt abilities want to concentrate  on what he&#8217;s casting.</p>
<p>The encounter cannot be reset.</p>
<h3>Safe zone</h3>
<div>
<div>
<div></div>
</div>
</div>
<p>There seems to be a &#8220;safe zone&#8221; that provides good positioning for healers and ranged <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> during the encounter.</p>
<p>Drawing a 3&#215;3 grid using the floor tiles around Shade shows four  corners that are out of range of both the AoE counterspell as well as  Blizzard. Although it&#8217;s possible to find a safe spot there, Aran may  move a little and thus put players there in the counterspell. The  Blizzard may also sometimes affect these spots.</p>
<p>Blizzard has given no indication that they consider use of these safe spots to be an exploit.</p>
<h3>Gear</h3>
<p>Aggro is of almost no relevance, because Aran chooses his targets  semi-randomly. Hence it is important to remember to replace all  threat-reducing buffs, such as the Paladin&#8217;s Blessing of Salvation,  with something offensive instead. The tanks should wear damage-dealing  gear. If the raid chooses not to interrupt arcane missiles, some arcane  resistance can be useful. <strong>Everyone in the group should strive for at least 8,000 <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> after buffs.</strong> More is better. Even healers and ranged damage-dealers must be able to  survive a wave of arcane missiles (7,000 damage), and everybody must be  able to survive the Pyroblast (7,500 damage).</p>
<p><a id="Interrupts" rel="nofollow" name="Interrupts"></a></p>
<h3>Interrupts</h3>
<p>Aran&#8217;s standard attacks (Fireball, Frost Bolt, and Arcane Missile)  can all be interrupted. By interrupting his spells, the raid can  influence how fast Aran spends his mana. This is important, because the  Polymorph/Pyroblast (at 20% mana) and the Water Elementals (at 40%  <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>) must not occur close to each other. When either <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> or mana  reach the critical percentage, the other must be clearly away from the  threshold.</p>
<p>For a raid new to this encounter (with comparably low damage  output), it is advisable to interrupt only Arcane Missile, and let him  freely cast Frost Bolt and Fireball. This will maximize Aran&#8217;s mana  usage, and thus the Polymorph/Pyroblast occurs early, well before he  reaches 40% <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>. After the Pyroblast, the raid can interrupt any of  his spells, to minimize damage taken.</p>
<p>If the raid&#8217;s damage output is high enough that  Polymorph/Pyroblast and Water Elementals happen close to each other even  though only the Arcane Missiles are interrupted, it&#8217;s time to switch to  letting Aran cast the Missiles freely and interrupting Fireball and  Frost Bolt.  This conserves his mana, so that the Water Elementals occur  first. If damage output is really high, the Polymorph/Pyroblast does  not occur at all.</p>
<p>Fireballs and Frost Bolts should be interrupted near the end of  their casting time, because he expends mana only at the end of the cast  and does nothing else for nearly two seconds. Arcane Missiles should be  interrupted early, as he spends the mana upfront anyway, and early  interruption reduces the spell&#8217;s damage output. It is useful to assign  each player with an interrupt ability one type of spell. This avoids  everybody interrupting at the same time and, therefore, having nobody  left available to interrupt the next spell.</p>
<p>The following abilities interrupt a Shade of Aran cast:</p>
<ul>
<li> Rogues&#8217; Kick</li>
<li> Warriors&#8217; Pummel and Shield Bash</li>
<li> Shamans&#8217; Wind Shear</li>
<li> Druids&#8217; Feral Charge</li>
<li> Mages&#8217; Counterspell</li>
<li> Warlocks&#8217; Spell Lock</li>
<li> As of 3.0.2, paladins&#8217; Hammer of Justice and Death Knights Mind Freeze</li>
</ul>
<p>The druid, mage, and warlock abilities have long cool-downs, and are  thus not very effective. Note that the Shade is immune to the silence,  daze, and root effects of some of these abilities, so casting them  produces an &#8220;Immune&#8221; message. However, the abilities still interrupt the  spell cast.</p>
<p>Also, a druid with the gloves from Vengeful Gladiator&#8217;s Sanctuary can interrupt Shade of Aran with the Maim ability.</p>
<p>Rogues that have Gladiator&#8217;s Leather Gloves, Merciless Gladiator&#8217;s Leather Gloves, or Vengeful Gladiator&#8217;s Leather Gloves equipped can interrupt Shade using their Deadly Throw ability. Opportunist&#8217;s Leather Gloves, Grand <a href="http://www.wowction.com/tag/marshal/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Marshal">Marshal</a>&#8217;s Leather Gloves, and High Warlord&#8217;s Leather Gloves also work with doing this.</p>
<p>Particularly for healers: To save mana, it is generally a good  idea to understand when an interrupt is successful and a heal is not  needed. There are two ways to achieve this:</p>
<ul>
<li> Watch Aran&#8217;s cast bar.</li>
<li> Listen to distinctive sounds of interrupts.</li>
</ul>
<p>Healers can improve their response time to (Fireball, Frost Bolt and Arcane Missile) with the macro:</p>
<pre>  /target Shade
  /cast [target=targettarget] Greater Heal
</pre>
<ul>
<li> Watching Shade&#8217;s target and cast bar is also advisable.</li>
</ul>
<h3>Circular Blizzard</h3>
<p>This special attack materializes as a blue, translucent cloud on the  floor that slowly moves clockwise along the outer perimeter of the room.  It is trailed by a damaging Blizzard which fills up to half the room.  The cloud and the Blizzard snare anyone caught in them.  The Blizzard  does not affect the center of the room.</p>
<p>Players in melee range to Aran normally do not have to worry  about the Blizzard (as long they stay in the center of the room). Ranged  classes should always keep a lookout for the cloud and run away  clockwise (but avoid running into the tail of the Blizzard).  When  caught, players get snared and should immediately turn and move to the  center of the room.  The periodic AoE silence/counterspell there is the  lesser of two evils.</p>
<h3>Flame Wreath</h3>
<p>If Flame Wreath is upcoming, the whole raid must immediately stop  moving, simple as that.  People must wait until the auras are clearly  visible, and may only move again when they are sure they will in no way  come near one of them. Melee&#8217;rs have a few seconds to move into melee  range of Aran from the second Flame Wreath is announced and until he  casts it; however, this requires some practice and careful timing.</p>
<p>The effect is triggered by the following:</p>
<ul>
<li> Player character movement</li>
<li> Accepting a resurrection (Rebirth or Soulstone)</li>
<li> Mages&#8217; Blink</li>
<li> Druids&#8217; shapeshifting</li>
<li> Shaman Elemental Totems (Fire Elemental Totem, Earth Elemental Totem)</li>
</ul>
<p>The following do not trigger the effect:</p>
<ul>
<li> Spell casting</li>
<li> Movement resulting from a spell cast (like Mind Flay for priests or Aimed Shot/Steady Shot for hunters)</li>
<li> Paladins&#8217; Divine Shield</li>
<li> Rogues&#8217; Cloak of Shadows</li>
<li> Warrior&#8217;s Whirlwind</li>
<li> Nether <a href="http://www.wowction.com/tag/protection/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Protection">Protection</a></li>
<li> Pets</li>
<li> Companions</li>
</ul>
<p>Flame Wreath is confirmed to crit, having an estimated crit chance of 10-15%, dealing 7.000+ damage to the target.</p>
<h3>Magnetic Pull / Slow / Arcane Explosion</h3>
<p>Magnetic Pull can be avoided by standing behind one of the tables  near the wall — players fixed there do not need to worry about the pull  or the explosion at all.</p>
<p>All other raid members must immediately run to the outer edge of  the room — no turning or finishing up an attack.  Even with the slow  debuff, everybody can reach the wall well before the Explosion.</p>
<p>If possible a priest in the raid should cast a Mass Dispel centered on the Shade immediately after Magnetic Pull. This  automatically takes care of everybody reacting slowly and Chains of Ice.  If Mass Dispel is not available (or the raid feels confident and wants  to save priest mana), Priests and Paladins still should pay attention to  slow reactions or Chains of Ice.</p>
<h3>Water Elementals</h3>
<p>The Water Elementals can be banished, stunned, and feared; and are susceptible to Curse of Tongues.  Crowd control, tank, and kill them quickly; they have only 13,000 HP  each. It helps if the tank wears some frost-resistance gear. They  despawn after 90 seconds. One warlock can keep two crowd controlled the  entire time (fear and banish); with two warlocks, you can just keep all  four of them crowd controlled until they despawn.</p>
<p>If the Elementals spawn at the same time as one of the special  attacks takes place, it&#8217;s difficult to control them properly. It is a  good idea to control <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> and bring the Shade&#8217;s <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> down to 40% at a  time when there is no risk of a Flame Wreath, Blizzard, or Polymorph /  Pyroblast.</p>
<p>Trinkets and abilities with cool-downs should be used when the Elementals spawn.</p>
<p><a id="Polymorph_.2F_Pyroblast" rel="nofollow" name="Polymorph_.2F_Pyroblast"></a></p>
<h3>Polymorph / Pyroblast</h3>
<p>If the raid&#8217;s <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> is high enough and the interrupts work well, this phase may not occur at all. If it does, the healers  have to be on their toes to heal the raid very quickly after the  Pyroblast (preferably using AoE heals). The Polymorph breaks at the same time as Pyroblast is cast, so  there&#8217;s just the spell&#8217;s travel time to cast something before it hits.  This  can only be effectively done by healers outside melee range.   After the blast, all raid members should use <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> potions and Healthstones to heal quickly.</p>
<p>This Polymorph works on characters who are normally immune.  Only druids in <a href="http://www.wowction.com/tag/tree-of-life/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Tree of Life">Tree of Life</a> form remain unaffected.   If Aran is interrupted while drinking, he simply uses a potion and  Pyroblasts anyway. PvP insignias do not break the Mass Polymorph; only  the Water Elementals may break sheep during this time. The Pyroblast can  be interrupted.</p>
<p>If Aran reaches 20% mana again after the first Mass Polymorph, he  does not Polymorph and Pyroblast again. He just drinks a potion and  continues.</p>
<h3>Tips for healers</h3>
<p>Healing for this fight is noticeably different from the other encounters in Karazhan for two reasons:</p>
<ul>
<li> Healers must be far more in tune with their surroundings and  move around like everyone else in the raid; this means they must be able  to take their eyes off of everyone&#8217;s <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> bars and become more  situationally aware.</li>
<li> There is no benefit to having a regular tank, which means all healers in the raid are raid healing.</li>
</ul>
<p>The ability to heal while moving is very useful.  Priests and Druids  excel at this as they have several instant casts. Instant casts also  have the major advantage that they cannot be counterspelled by Aran&#8217;s  AOE counterspell. Aran&#8217;s counterspell is not continuous, so quite often  you can get a flash heal or equivalent off, but attempting to cast a  longer spell like Chain Heal, Greater Heal, or Holy Light when close to  Aran is highly unrecommended as getting locked out of your healing spell  school can be devastating.</p>
<p>Dispel Magic and Cleanse are important spells for this fight; be prepared to dispel anyone who  is ice-chained and cannot move. This is especially critical if a  Blizzard is going on at the same time. Dispel yourself and those around  you when Aran does his Magnetic Pull.</p>
<p>If your raid is sheeped, be prepared to immediately start group  heals the moment you are out of the polymorph. You may wish to  coordinate with the other healers to pre-determine who heals which group  for this.</p>
<p>It&#8217;s important to have 8k HP, and PvP gear is a good way of  getting this, but care should be taken because PvP gear is itemized for  stamina and burst healing, and you may well find yourself running out of  mana in a full PvP set.</p>
<p>Unlike Aran, the conjured elementals use a standard aggro  mechanism, so if not attacked or controlled they will very quickly lock  on to healers.  For your own sake, ensure your raid has a plan to deal  with them. The elementals are vulnerable to most forms of CC, so  self-defense mechanisms like Psychic Scream will work on an elemental  that takes an interest in you.</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div><a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">Health</a>: 594,832</div>
</li>
<li>
<div>Mana: 168,388</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>


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		<title>Nightbane</title>
		<link>http://www.wowction.com/2010/08/02/nightbane/</link>
		<comments>http://www.wowction.com/2010/08/02/nightbane/#comments</comments>
		<pubDate>Tue, 03 Aug 2010 00:04:58 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2528</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Nightbane</strong> 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&#8217;s release.  A raid member must have completed the  Medivh&#8217;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.</p>

<a href='http://www.wowction.com/2010/08/02/nightbane/nightbane-wow/' title='Nightbane is a summonable boss found in Karazhan.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/Nightbane-wow-150x150.jpg" class="attachment-thumbnail" alt="Nightbane is a summonable boss found in Karazhan." title="Nightbane is a summonable boss found in Karazhan." /></a>
<a href='http://www.wowction.com/2010/08/02/nightbane/nightbane-wow-2/' title='Nightbane is a summonable boss found in Karazhan.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/Nightbane-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Nightbane is a summonable boss found in Karazhan." title="Nightbane is a summonable boss found in Karazhan." /></a>
<a href='http://www.wowction.com/2010/08/02/nightbane/nightbane-wow-3/' title='Nightbane is a summonable boss found in Karazhan.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/Nightbane-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Nightbane is a summonable boss found in Karazhan." title="Nightbane is a summonable boss found in Karazhan." /></a>
<a href='http://www.wowction.com/2010/08/02/nightbane/nightbane-wow-4/' title='Nightbane is a summonable boss found in Karazhan.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/Nightbane-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Nightbane is a summonable boss found in Karazhan." title="Nightbane is a summonable boss found in Karazhan." /></a>
<a href='http://www.wowction.com/2010/08/02/nightbane/nightbane-wow-5/' title='Nightbane is a summonable boss found in Karazhan.'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/Nightbane-wow-5-150x150.jpg" class="attachment-thumbnail" alt="Nightbane is a summonable boss found in Karazhan." title="Nightbane is a summonable boss found in Karazhan." /></a>

<p><span id="more-2528"></span></p>
<p>He may be a form of emberwyrm or magmawyrm, although he was raised from the Blue Dragonflight.</p>
<h3 id="special-abilities">Special Abilities</h3>
<p>Nightbane possesses two  phases, which will be transitioned between several times during the  course of the fight. During the first phase, the boss is tanked on the  ground in a style reminiscent of <a href="http://www.wowhead.com/npc=10184">Onyxia</a>.  At 75%, 50%, and 25% <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>, he will enter phase two and take to the  sky, during which time the raid&#8217;s attention will be focused elsewhere.  Phase two lasts approximately 45 to 60 seconds.<strong>Ground Abilities</strong></p>
<ul>
<li>
<div><strong><a href="http://www.wowhead.com/spell=36922">Bellowing Roar</a></strong>: Typical dragon fear; it has a 30-second cooldown. He casts this from time to time.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=30131">Cleave</a></strong>: Typical dragon cleave, frontal arc. Hits for approximately 6,000 on plate; 11,000 on cloth.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=30209">Charred Earth</a></strong>: Creates <a href="http://www.wowhead.com/spell=30129">Charred Earth</a>, similar to a fire-based Void Zone.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=30130">Distracting Ash</a></strong>: Reduces the chance to hit with spells and abilities by 30%. Can be dispelled.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=30210">Smoldering Breath</a></strong>: 3700 to 4300 direct damage, plus 1688 to 1912 damage every 3 seconds.</div>
</li>
<li>
<div><strong><a href="http://www.wowhead.com/spell=25653">Tail Sweep</a></strong>: 450 direct damage, plus 2250 damage over time.</div>
</li>
</ul>
<p><strong>Air Abilities</strong><br />
While in the air, Nightbane is not immune to damage. However, the raid may wish to (read: should definitely) kill off the <a href="http://www.wowhead.com/npc=17261">Restless Skeletons</a> which spawn due to <a href="http://www.wowhead.com/spell=37098">Rain of Bones</a>,  which is cast upon one random player or pet. Restless Skeletons hit for  approximately 400 damage to plate armor, and have roughly 17,000 to  18,000 <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> points.</p>
<p>Nightbane also possesses the powerful <a href="http://www.wowhead.com/spell=37057">Smoking Blast</a>,  which, oddly enough, deals physical damage for the initial strike. This  can be mitigated by armor; it strikes plate armor for approximately  2000. The damage over time component of Smoking Blast deals fire damage;  it is dispellable. Note that the DoT stacks up to four times, so it is  suggested that it actually be dispelled.</p>
<p>Targeting for Smoking  Blast is determined by the individual with the highest healing threat  after he goes into the air. He resets healing threat at some point in  the air, be it right as he goes up or when he &#8220;takes in a deep breath&#8221;. A  way to deal with this is to have a Paladin chain cast heals with <a href="http://www.wowhead.com/spell=25780">Righteous Fury</a> active. Smoking Blast hits a Paladin with around 12000-13000 armor for  1900-2100, and the fire debuff when stacked can tick for similar  amounts.</p>
<p>There is yet another ability that Nightbane uses, primarily to prevent exploitation: <a href="http://www.wowhead.com/spell=30282">Fireball Barrage</a>.  If any member of the raid is too far away from Nightbane while he is  flying he will begin pelting members of the raid with fireballs, each  doing 2550 to 3450 damage. One comes per second until all members are  within 40 yards. This spell should not be noticeable if the raid does  the fight correctly.</p>
<h2>Strategy</h2>
<p><a id="Positioning" rel="nofollow" name="Positioning"></a></p>
<div>
<div>
<div>Nightbane Positioning</div>
</div>
</div>
<ul>
<li> 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.</li>
<li> 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.</li>
<li>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.</li>
<li>Melee <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> 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.</li>
<li>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.
<ul>
<li> 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.</li>
<li> From the landing spot, the max range of <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> and healers should  be six battlements away from the main tank (not counting the one the MT  is at)</li>
</ul>
</li>
<li>No one should stand on the domed roof, as this causes Nightbane  to evade-bug. But shouldn&#8217;t be a problem because it&#8217;s impossible to  wall climb up now. <em><strong>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 &#8220;playable area&#8221;.</strong></em></li>
</ul>
<p><a id="Ground_Phase" rel="nofollow" name="Ground_Phase"></a></p>
<h3>Ground Phase</h3>
<p>The Ground Phase lasts from when Nightbane lands until his <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>  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.</p>
<p><a id="Tanking_Nightbane" rel="nofollow" name="Tanking_Nightbane"></a></p>
<h4>Tanking Nightbane</h4>
<p>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&#8217;s group is  a huge help for this strategy by reducing the amount of time the tank  gets feared.</p>
<p><a id="Everyone_else" rel="nofollow" name="Everyone_else"></a></p>
<h4>Everyone else</h4>
<p>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.</p>
<p>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&#8242;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 <em>forward</em> 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&#8217;s healers suddenly find themselves  incapacitated. When melee <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> 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.</p>
<p>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.</p>
<p><a id="Flight_Phase" rel="nofollow" name="Flight_Phase"></a></p>
<h3>Flight Phase</h3>
<p>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.</p>
<p><a id="Preparing_for_Smoking_Blast" rel="nofollow" name="Preparing_for_Smoking_Blast"></a></p>
<h4>Preparing for Smoking Blast</h4>
<p>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.</p>
<p>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.</p>
<p>Healers must be prepared to spam heals on whomever the affected  primary healer is. This will likely occupy a majority of your healers&#8217;  time, which complicates dealing with the skeletons. When formulating a  strategy for killing the skeletons, remember that your healers are  otherwise occupied.</p>
<p><strong>Alternate Method #1</strong> 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&#8217;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&#8217; group to ensure that healing can still go out, but Smoking  Blast will hit the tank.</p>
<p><a id="Dealing_with_skeletons" rel="nofollow" name="Dealing_with_skeletons"></a></p>
<h4>Dealing with skeletons</h4>
<p>All healers and ranged <strong>collapse</strong> 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:</p>
<ul>
<li> 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.</li>
<li> Pets with taunt abilities (especially hunter pets) can hold aggro temporarily</li>
<li> Paladins are uniquely suited to this phase. A Paladin should  activate his <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> 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  <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> allows.</li>
<li> Shaman can drop Stoneclaw Totem or Earth Elemental Totem to buy healers an extra second or two</li>
<li> 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.</li>
<li> 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.</li>
<li> Combat rogues can save Blade Flurry, Adrenaline Rush, and  Evasion for this phase, activating it to hold temporarily evasion tank  the adds and keep them from moving away from the actual tank.</li>
</ul>
<p>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&#8217;t much chance for  <a href="http://www.wowction.com/tag/survival/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Survival">survival</a> if a mage or warlock draws aggro from AoE.</p>
<p>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&#8217;t AoE uses this they should  go down much quicker.</p>
<h4>Transition to the Ground Phase</h4>
<p>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.</p>
<p>The most dangerous parts of this fight are the transitions  between the Flight and Ground Phases, when the main tank must  reestablish aggro. Hunters&#8217; Misdirection is especially useful here, to make sure the boss goes directly for the tank.</p>
<p>Ground Phase begins again when Nightbane lands, rinse and repeat at 50% and 25% until victory.</p>
<p><strong>Warrior Tanks</strong> &#8211; the stance dance is thus:</p>
<ol>
<li>When you see him begin casting, hit Berserker Stance, then Berserker Rage.</li>
<li>Switch back to Defensive stance.</li>
</ol>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div><a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">Health</a>: 929,530</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>
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		<title>Prince Malchezaar</title>
		<link>http://www.wowction.com/2010/08/02/prince-malchezaar/</link>
		<comments>http://www.wowction.com/2010/08/02/prince-malchezaar/#comments</comments>
		<pubDate>Mon, 02 Aug 2010 23:51:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Burning Crusade]]></category>
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		<category><![CDATA[Prince Malchezaar]]></category>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2516</guid>
		<description><![CDATA[Prince Malchezaar is the current ruler of Karazhan, however little else is known about him except that he is a Man&#8217;ari Eredar, and is possibly a sub-commander of the Burning Legion. He is considered by many to be the final boss of Karazhan, however, some consider the creature Nightbane, (who is only available to be [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Prince Malchezaar</strong> is the current ruler of Karazhan,  however little else is known about him except that he is a Man&#8217;ari  Eredar, and is possibly a sub-commander of the Burning Legion.  He is  considered by many to be the final boss of Karazhan, however, some  consider the creature Nightbane, (who is only available to be summoned after killing Malchezaar at least once), to be the true final boss.</p>

<a href='http://www.wowction.com/2010/08/02/prince-malchezaar/prince-malchezaar-wow/' title='Prince Malchezaar is the current ruler of Karazhan'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/prince-malchezaar-wow-150x150.jpg" class="attachment-thumbnail" alt="Prince Malchezaar is the current ruler of Karazhan" title="Prince Malchezaar is the current ruler of Karazhan" /></a>
<a href='http://www.wowction.com/2010/08/02/prince-malchezaar/prince-malchezaar-wow-2/' title='Prince Malchezaar is the current ruler of Karazhan'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/prince-malchezaar-wow-2-150x150.jpg" class="attachment-thumbnail" alt="Prince Malchezaar is the current ruler of Karazhan" title="Prince Malchezaar is the current ruler of Karazhan" /></a>
<a href='http://www.wowction.com/2010/08/02/prince-malchezaar/prince-malchezaar-wow-3/' title='Prince Malchezaar is the current ruler of Karazhan'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/prince-malchezaar-wow-3-150x150.jpg" class="attachment-thumbnail" alt="Prince Malchezaar is the current ruler of Karazhan" title="Prince Malchezaar is the current ruler of Karazhan" /></a>
<a href='http://www.wowction.com/2010/08/02/prince-malchezaar/prince-malchezaar-wow-4/' title='Prince Malchezaar is the current ruler of Karazhan'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/prince-malchezaar-wow-4-150x150.jpg" class="attachment-thumbnail" alt="Prince Malchezaar is the current ruler of Karazhan" title="Prince Malchezaar is the current ruler of Karazhan" /></a>
<a href='http://www.wowction.com/2010/08/02/prince-malchezaar/prince-malchezaar-wow-5/' title='Prince Malchezaar is the current ruler of Karazhan'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/08/prince-malchezaar-wow-5-150x150.jpg" class="attachment-thumbnail" alt="Prince Malchezaar is the current ruler of Karazhan" title="Prince Malchezaar is the current ruler of Karazhan" /></a>

<p><span id="more-2516"></span></p>
<h3 id="attacks-and-abilities">Attacks and Abilities</h3>
<ul>
<li>
<div>Summon  Infernal &#8211; Every 45 seconds or so, Malchezaar will summon an infernal  which, about 3 seconds after landing, casts a Hellfire Area of Effect  (AoE) roughly the size of the one Baron Geddon uses. Each infernal lives for about 180 seconds, and there is no limit  to the amount that can be up at any given time. Typically you will have  3-5 infernals up at a time until the end of Phase 2 (see below), after  which they will start increasing rapidly. These infernals are  stationary, and can be avoided by the raid.</div>
</li>
<li>
<div><a href="http://www.wowhead.com/spell=30843">Enfeeble</a> &#8211; Malchezaar will periodically apply this debuff to five random raid  members (excluding the player with the highest threat), which reduces  their hit points to 1 and healing effects and <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> regen to 0% for 8  seconds. Enfeebled players must stay 30+ yards away from Malchezaar and  watch  out for Infernals. After the Enfeeble is up, players return to  their previous <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>.</div>
</li>
<li>
<div><a href="http://www.wowhead.com/spell=30852">Shadow Nova</a> &#8211; Malchezaar will cast Shadow Nova 3-5 seconds after Enfeeble. This  ability has a maximum range of 30 yards. Deals 3000 shadow damage and  includes a knockback. This attack can be outranged by healers and ranged  <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a>, so even if they are enfeebled it will not cause much concern.  Melee must get out of range, however as long as they start running right  away they will have plenty of time to avoid the Shadow Nova.</div>
</li>
<li>
<div><a href="http://www.wowhead.com/spell=30854">Shadow Word: Pain</a> &#8211; Cast periodically on a raid member (generally hits the Main Tank  (MT)). Can be dispelled. Cannot be reflected. 1500 shadow damage per  tick.</div>
</li>
<li>
<div><a href="http://www.wowhead.com/spell=3391">Thrash</a> &#8211; Attacker will gain 2 extra attacks on next swing. Works similarly to  the windfury proc without the added damage, and unlike windfury, it is  activated and has a cooldown.</div>
</li>
<li>
<div>Cleave &#8211; During phase 2, Machezaar will use a melee range cleave.</div>
</li>
<li>
<div>Flying  Axes &#8211; Malchezaar will release his axes in the third phase, allowing  them to fly around attacking random raid members.  Healers will need to  heal through this damage.</div>
</li>
<li>
<div><a href="http://www.wowhead.com/spell=39095">Amplify Damage</a> &#8211; Cast on a random raid member, in the last phase of the fight which increases all damage taken by 100% for 10 seconds.</div>
</li>
</ul>
<h3 id="phases">Phases</h3>
<ul>
<li>
<div>Phase 1 &#8211; Casts Enfeeble, Shadow Word: Pain, Shadow Nova, and summon infernals.</div>
</li>
<li>
<div>Phase  2 &#8211; Malchezaar switches to duel wield which does significantly more  damage.  He also sunders the main tank and cleaves.  No longer casts  Shadow Word: Pain.</div>
</li>
<li>
<div>Phase 3 &#8211; Prince will spawn the  flying axes, however his damage will return to normal and he will no  longer sunder or cleave.  He will resume casting Shadow Word: Pain,  summon infernals at a much higher rate, start casting <a href="http://www.wowhead.com/spell=39095">Amplify Damage</a> and no longer cast Enfeeble.</div>
</li>
</ul>
<h3 id="general-tips">General Tips</h3>
<ul>
<li>
<div>Healers  can stand at max range for heals on the MT and be out of range of the  shadow nova, thus able to continue healing during enfeeble.</div>
</li>
<li>
<div>Malchezaar  cannot use Enfeeble on the highest target on his threat  list. However,  since aggro is not pulled until 110% of the MT&#8217;s aggro for melee and  130% for ranged, it is possible for someone to be higher than the MT  without pulling aggro, and thus cause the MT to be a target of Enfeeble.</div>
</li>
<li>
<div>The  radii of the Hellfires from the infernals are not nearly as wide as  they seem based on the graphic. If you feel you must, test the limits  during phase 1, when the encounter is relatively less stressful. Testing  the radius of a hellfire during a later point in the fight could spell  disaster if you&#8217;re lost to a stray axe hit or enfeeble.</div>
</li>
</ul>
<h2>Background</h2>
<p>Little is known about him, except that he is a man&#8217;ari eredar, he claims to be a prince, and that 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&#8217;s death.</p>
<p>From his loot, we can learn more about him and what he did before coming to Karazhan. He has the Sunfury Bow of the Phoenix, which could indicate that he has been in contact with the Blood elfs. Possibly, he sealed the alliance between Kil&#8217;jaeden and Kael&#8217;thas Sunstrider. He has also obtained Grom Hellscream&#8217;s axe Gorehowl. It&#8217;s possible that he went to Ashenvale and invocated the Demon in Demon Fall Canyon. If he has the Book of Medivh, the Burning Legion has a plan for him, invocating something (possibly Nightbane (boss) as the players) or for a furture use. Anyway, he had to maintain the power and the influence of the Burning Legion in Karazhan.</p>
<p>Due to his death giving the player the Karazhan achievement, he  is now considered to be the tower&#8217;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&#8217;s release. Their comparative difficulty  is now disputed.</p>
<p>In any case, Prince Malchezaar is a difficult boss for raids when  they first reach him. Beating him requires good gear on everyone:  The  tank, the <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">dps</a>, and the healers. It also requires skilled execution by  all players.</p>
<p>Prince Malchezaar can be encountered after the Chess event and controls all of the trash between the Game Room and Netherspace.</p>
<h2>Strategy</h2>
<p>The fight with Prince Malchezaar has three phases:</p>
<p><a id="Phase_One" rel="nofollow" name="Phase_One"></a></p>
<h3>Phase One</h3>
<p>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.</p>
<ul>
<li>Fight Malchezaar with the tank&#8217;s back to the wall to avoid knockback.</li>
<li><a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> him steadily down to 60%, being mindful of Enfeeble, Shadow Nova, and the Infernal AoE.</li>
<li>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  <a href="http://www.wowction.com/tag/dps/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with DPS">DPS</a> of Phases Two and Three, meaning the tank will never get enfeebled.</li>
<li>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.</li>
</ul>
<p><a id="Phase_Two" rel="nofollow" name="Phase_Two"></a></p>
<h3>Phase Two</h3>
<p>Phase Two starts when Prince Malchezaar is reduced to 60% <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>.  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.</p>
<p><strong>Thrash</strong> 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 <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a> as possible and stagger movements during  group shifts to ensure the tank does not go very long without a heal.</p>
<ul>
<li> Keep attack power and speed debuffs up at all times (Thunderclap, Demoralizing Shout or Curse of Weakness)</li>
<li> Healers should use preemptive and not reactionary heals during  this phase (cancel unnecessary heals instead of only healing when  needed)</li>
<li> Paladin tanks can stop melee attacks and focus on using magic damage to reduce the chance of parry damage spikes</li>
<li> He is considered &#8220;dual wielding&#8221; during this phase; as such,  his melee auto-attacks have a 19% greater chance to Miss. His melee  specials (including Sunder Armor) don&#8217;t suffer this penalty, though.</li>
</ul>
<p><a id="Phase_Three" rel="nofollow" name="Phase_Three"></a></p>
<h3>Phase Three</h3>
<p>Phase Three begins when Prince Malchezaar reaches 30% <a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">health</a>. 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.</p>
<ul>
<li>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&#8217;s devotion aura is  advised.</li>
<li>The Infernals will spawn much more frequently and Malchezaar <strong>must</strong> 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.</li>
<li>A badly placed infernal during this phase can easily wipe the  raid. If this happens, don&#8217;t be discouraged, since you managed to get  him through the most difficult part of the fight (Phase Two).</li>
</ul>
<h2>Safe Spots</h2>
<p>While the safe spots were removed in patch 2.4, raid groups were  formerly able to use several pairs of small areas where infernals would  never land. This was never confirmed officially as an exploit, but was  still removed.</p>
<h2>Infernal Spotting</h2>
<p>Malchezaar emotes either &#8220;You face not Malchezaar alone, but the  legions I command!&#8221; or &#8220;All realities, all dimensions are open to me!&#8221;  immediately before summoning an infernal. If you look to the sky beyond  the balcony, you&#8217;ll see a bright yellow meteor headed toward the raid.  Its trajectory is a little tricky but somewhat predictable.</p>
<p>One responsible non-melee raider should act as a spotter.  He receives a raid marker and has three jobs:</p>
<ul>
<li>Watch for falling infernals and move to a safe spot.</li>
<li>If an infernal will fall on the melee group, announce it in  clear terms and suggest a new location (e.g. &#8220;infernal on far side of  door from melee group, move along the wall from the door&#8221;, or maybe a  <a href="http://www.wowction.com/tag/minimap/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with minimap">minimap</a> ping).</li>
<li>Stay within range of the melee group so the healers can do their jobs.</li>
</ul>
<p>The other ranged raiders stick close to the spotter.  It&#8217;s possible  to skip the raid marker and announce safe spots, but using the marker  requires a lot less communication.</p>
<p>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.</p>
<p>Naturally, your spotter should be smart about choosing a safe  spot.  A wide open place is better than sandwiched between two  infernals&#8217; AoE, and the area of the Prince&#8217;s Shadow Nova is right out.</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: ??</div>
</li>
<li>
<div>Classification: Boss</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div><a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">Health</a>: 796,740</div>
</li>
<li>
<div>Added in patch 2.2.0</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>
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		<title>The Violet Eye</title>
		<link>http://www.wowction.com/2010/08/01/violet-eye/</link>
		<comments>http://www.wowction.com/2010/08/01/violet-eye/#comments</comments>
		<pubDate>Mon, 02 Aug 2010 02:33:54 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Burning Crusade]]></category>
		<category><![CDATA[Lore]]></category>
		<category><![CDATA[Archmage Leryda]]></category>
		<category><![CDATA[Armor]]></category>
		<category><![CDATA[blacksmith]]></category>
		<category><![CDATA[Blacksmithing]]></category>
		<category><![CDATA[bosses]]></category>
		<category><![CDATA[chain]]></category>
		<category><![CDATA[Dalaran]]></category>
		<category><![CDATA[Dalaran Crater]]></category>
		<category><![CDATA[Epic]]></category>
		<category><![CDATA[first]]></category>
		<category><![CDATA[From]]></category>
		<category><![CDATA[Frozen]]></category>
		<category><![CDATA[Guardian]]></category>
		<category><![CDATA[Jewelcrafting]]></category>
		<category><![CDATA[Kalynna]]></category>
		<category><![CDATA[Karazhan]]></category>
		<category><![CDATA[Khadgar]]></category>
		<category><![CDATA[Kirin Tor]]></category>
		<category><![CDATA[Medivh]]></category>
		<category><![CDATA[Nightbane]]></category>
		<category><![CDATA[Outland]]></category>
		<category><![CDATA[Quest]]></category>
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		<category><![CDATA[rewards]]></category>
		<category><![CDATA[Shade of Aran]]></category>
		<category><![CDATA[Shattrath City]]></category>
		<category><![CDATA[the Guardian]]></category>
		<category><![CDATA[The Violet Eye]]></category>
		<category><![CDATA[Time]]></category>
		<category><![CDATA[tower of Karazhan]]></category>
		<category><![CDATA[Violet]]></category>
		<category><![CDATA[Violet Eye]]></category>
		<category><![CDATA[Violet Signet]]></category>
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		<category><![CDATA[Weapons]]></category>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2509</guid>
		<description><![CDATA[The Violet Eye is a secret sect founded by the Kirin Tor of Dalaran to spy on the Guardian of Tirisfal, Medivh, in his tower of Karazhan. Though Medivh is believed to be dead, the Violet Eye remains in Karazhan, defending against the evil that appears to have taken hold in the absence of its [...]]]></description>
			<content:encoded><![CDATA[<p>The <strong>Violet Eye</strong> is a secret sect founded by the <a href="http://www.wowction.com/tag/kirin-tor/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Kirin Tor">Kirin Tor</a> of Dalaran to spy on the Guardian of Tirisfal, Medivh, in his tower of Karazhan.  Though Medivh is believed to be dead, the Violet Eye remains in  Karazhan, defending against the evil that appears to have taken hold in  the absence of its master.</p>
<p>It is unknown whether Medivh&#8217;s apprentice Khadgar was a member of the Violet Eye, or whether he knew of their activities  at the time (though he does seem to be aware of them now).</p>
<p>The Violet Eye was present before the release of the Burning Crusade, however they did not offer any quests.</p>
<p><span id="more-2509"></span></p>
<h3 id="reputation-rewards">Reputation Rewards</h3>
<p>Archmage Leryda will offer players rings as rewards for reputation level gains in the  form of quests.  The first such quest is available at neutral standing  and may be completed at friendly.  You will receive a new and upgraded  version of the ring you chose each time you break into a new reputation  tier. The rings are sorted into the following 4 categories:</p>
<ul>
<li>
<div><strong>Path of the Violet Assassin</strong>: <a href="http://www.wowhead.com/item=29280">Violet Signet</a>, <a href="http://www.wowhead.com/item=29281">Violet Signet</a>, <a href="http://www.wowhead.com/item=29282">Violet Signet</a> and <a href="http://www.wowhead.com/item=29283">Violet Signet of the Master Assassin</a></div>
</li>
<li>
<div><strong>Path of the Violet Mage</strong>: <a href="http://www.wowhead.com/item=29284">Violet Signet</a>, <a href="http://www.wowhead.com/item=29285">Violet Signet</a>, <a href="http://www.wowhead.com/item=29286">Violet Signet</a> and <a href="http://www.wowhead.com/item=29287">Violet Signet of the Archmage</a></div>
</li>
<li>
<div><strong>Path of the Violet Protector</strong>: <a href="http://www.wowhead.com/item=29276">Violet Signet</a>, <a href="http://www.wowhead.com/item=29277">Violet Signet</a>, <a href="http://www.wowhead.com/item=29278">Violet Signet</a>, and <a href="http://www.wowhead.com/item=29279">Violet Signet of the Great Protector</a></div>
</li>
<li>
<div><strong>Path of the Violet Restorer</strong>: <a href="http://www.wowhead.com/item=29288">Violet Signet</a>, <a href="http://www.wowhead.com/item=29289">Violet Signet</a>, <a href="http://www.wowhead.com/item=29291">Violet Signet</a> and <a href="http://www.wowhead.com/item=29290">Violet Signet of the Grand Restorer</a></div>
</li>
</ul>
<p>Koren, a blacksmith located inside Karazhan just after Attumen the Huntsman,  offers players with high enough reputation the ability to buy epic  blacksmithing plans. Players who are honored or above will also be able  to repair armor and weapons at this vendor.</p>
<p>Apprentice Darius,  who stands just outside the main gates of Karazhan, will sell an epic  jewelcrafting recipe and shoulder enchant to players who have an honored  or above standing with The Violet Eye.</p>
<h2>Known Members</h2>
<ul>
<li> Archmage Cedric, outside Dalaran Crater, leader of the Violet Eye</li>
<li> Archmage Alturus, outside Karazhan, high ranking member</li>
<li> Archmage Leryda, outside Karazhan</li>
<li> Apprentice Darius, outside Karazhan</li>
<li> Apprentice Tasserel, World&#8217;s End Tavern, Lower City, Shattrath City</li>
<li> Keanna (died within Karazhan)</li>
<li> Kamsis (deceased, spirit inside Karazhan)</li>
<li> Gradav (deceased, spirit inside Karazhan)</li>
<li> Wravien (deceased, spirit inside Karazhan)</li>
<li> Khadgar, Terrace of Light, Shattrath City (Strongly associated. Member of Sons of Lothar but gives VE rep.)</li>
</ul>
<h2>Reputation</h2>
<p>You get reputation for killing bosses and trash mobs in Karazhan.  Each trash mob awards around 15 reputation and the bosses 250  reputation. The reputation gained from killing mobs remains consistent  from Neutral through Exalted.</p>
<p>Reputation is also gained from the quest line for [The Master's Key], as well as the quest line which takes place inside the instance.</p>
<h2>Quests</h2>
<p>There is a large and complex chain that has the player visit several  dungeons of Outland in order for them to obtain the Master&#8217;s Key, which  allows for entrance to Karazhan and beyond.</p>
<p><em>10275 reputation total</em></p>
<ul>
<li> [70] Archmage Alturus (5 reputation)</li>
<li> [70] Arcane Disturbances (250 reputation)</li>
<li> [70] Restless Activity (250 reputation)
<ol>
<li> [70] Contact from Dalaran (75 reputation)</li>
<li> [70] Khadgar (75 reputation)</li>
<li> [70] Entry Into Karazhan (250 reputation)</li>
<li> [70] The Second and Third Fragments (350 reputation)</li>
<li> [70] The Master&#8217;s Touch (350 reputation)</li>
<li> [70] Return to Khadgar (500 reputation, rewards [The Master's Key])</li>
<li> [70] The Violet Eye (75 reputation)</li>
<li> [70] Assessing the Situation (250 reputation)</li>
<li> [70] Keanna&#8217;s Log (250 reputation)</li>
<li> [70] A Demonic Presence (250 reputation)</li>
<li> [70] The New Directive (3000 reputation)</li>
</ol>
</li>
<li> [70] Medivh&#8217;s Journal (250 reputation, requires honored reputation to start)
<ol>
<li> [70] In Good Hands (10 reputation)</li>
<li> [70] Kamsis (10 reputation)</li>
<li> [70] The Shade of Aran (250 reputation)</li>
<li> [70] The Master&#8217;s Terrace (250 reputation)</li>
<li> [70] Digging Up the Past (250 reputation)</li>
<li> [70] A Colleague&#8217;s Aid (75 reputation)</li>
<li> [70] <a href="http://www.wowction.com/tag/kalynna/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Kalynna">Kalynna</a>&#8217;s Request (250 reputation)</li>
<li> [70] Nightbane (3000 reputation)</li>
</ol>
</li>
</ul>
<h2>Other Rewards</h2>
<ul>
<li>Honored:
<ul>
<li>[Inscription of Endurance] &#8211; Shoulder Enchant</li>
<li>[Design: The <a href="http://www.wowction.com/tag/frozen/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Frozen">Frozen</a> Eye] &#8211; Jewelcrafting</li>
<li>[Plans: Iceguard Breastplate] &#8211; Blacksmithing</li>
<li>[Plans: Iceguard Helm] &#8211; Blacksmithing</li>
<li>[Recipe: Flask of Chromatic Wonder] &#8211; Alchemy</li>
</ul>
</li>
<li>Revered:
<ul>
<li>[Plans: Iceguard Leggings] &#8211; Blacksmithing</li>
<li>[Pattern: Shadowprowler's Chestguard] &#8211; Leatherworking</li>
<li>[Mysterious Arrow] &#8211; Ammo</li>
<li>[Mysterious Shell] &#8211; Ammo</li>
</ul>
</li>
<li>Exalted:
<ul>
<li>[Formula: Enchant Weapon - Greater Agility] &#8211; Enchanting</li>
<li>[Pattern: Cloak of Darkness] &#8211; Leatherworking</li>
</ul>
</li>
</ul>
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		</item>
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		<title>Karazhan</title>
		<link>http://www.wowction.com/2010/08/01/karazhan/</link>
		<comments>http://www.wowction.com/2010/08/01/karazhan/#comments</comments>
		<pubDate>Mon, 02 Aug 2010 02:20:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Burning Crusade]]></category>
		<category><![CDATA[Guides]]></category>
		<category><![CDATA[Raids]]></category>
		<category><![CDATA[About]]></category>
		<category><![CDATA[Ancient]]></category>
		<category><![CDATA[and the Chess Event]]></category>
		<category><![CDATA[Atiesh]]></category>
		<category><![CDATA[Attumen & Midnight]]></category>
		<category><![CDATA[attunement]]></category>
		<category><![CDATA[Azeroth]]></category>
		<category><![CDATA[badges]]></category>
		<category><![CDATA[Berthold]]></category>
		<category><![CDATA[blacksmith]]></category>
		<category><![CDATA[Blacksmithing]]></category>
		<category><![CDATA[Blue]]></category>
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		<category><![CDATA[first]]></category>
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		<category><![CDATA[Garona]]></category>
		<category><![CDATA[gear]]></category>
		<category><![CDATA[Greatstaff]]></category>
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		<category><![CDATA[Huntsman]]></category>
		<category><![CDATA[instance]]></category>
		<category><![CDATA[Kalynna]]></category>
		<category><![CDATA[Karazhan]]></category>
		<category><![CDATA[Karazhan Bosses]]></category>
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		<category><![CDATA[Last]]></category>
		<category><![CDATA[maiden of virtue]]></category>
		<category><![CDATA[Malchezaar]]></category>
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		<category><![CDATA[Moroes]]></category>
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		<category><![CDATA[Opera Event]]></category>
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		<category><![CDATA[Prince Malchezaar]]></category>
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		<category><![CDATA[raid dungeon]]></category>
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		<guid isPermaLink="false">http://www.wowction.com/?p=2490</guid>
		<description><![CDATA[Karazhan is an abandoned ancient tower, located in Deadwind Pass. It is a ten-man raid dungeon for players who have reached level 70. Karazhan is notable for its famous occupant, the last Guardian of Tirisfal, Medivh. You can use Medivh&#8217;s staff, Atiesh, Greatstaff of the Guardian, to teleport players to the front gate of Karazhan. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Karazhan</strong> is an abandoned ancient tower, located in Deadwind Pass.  It is a ten-man raid dungeon for players who have reached level 70.  Karazhan is notable for its famous occupant, the last Guardian of  Tirisfal, Medivh. You can use Medivh&#8217;s staff, Atiesh, Greatstaff of the Guardian, to teleport players to the front gate of Karazhan.</p>

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<p><span id="more-2490"></span></p>
<h2>History</h2>
<div>
<div>
<div></div>
</div>
</div>
<p>Karazhan is located in Deadwind Pass on the sub-continent of Azeroth in the Eastern Kingdoms. Existing long before Medivh inhabited it, it is unknown who originally built Karazhan or who now  resides within its walls. The land it sits on &#8220;was similar in shape to a  <a href="http://www.wowction.com/tag/human/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Human">human</a> skull. Many had noted it over the years, though only a few had  been sufficiently brave, or powerful, or tactless to mention it to the  property&#8217;s owner&#8221;.<sup><em><br />
</em></sup></p>
<p>Karazhan&#8217;s history begins with an explosion that carved out Deadwind Pass and weakened the fabric of reality in the region.<sup><em> </em></sup> Someone then built the tower, probably to take advantage of this  weakened reality and heightened magic. Medivh eventually took up  residence there, but mused that the explosion and the construction only  happened because he would eventually arrive.<sup><em><br />
</em></sup></p>
<p>During the First War, the tower was inhabited by Medivh, his steward Moroes, his cook named Cook, and his then-apprentice Khadgar. Garona also resided here as an emissary in the same time of Khadgar&#8217;s apprenticeship. Sargeras allowed Medivh to freely explore Karazhan. As a result of the region&#8217;s  weakened reality, many strange and disturbing visions lurked within the  tower, and Moroes was known for wearing blinders to avoid seeing them.  The visions were ultimately ended when most of Karazhan&#8217;s ambient  magical power was absorbed by the resurrected Medivh, reducing it to &#8220;a  pile of stone in the remote reaches&#8221;, its power taken to serve the  Prophet.<sup><em><br />
</em></sup></p>
<p><em>Much of the story from this era is presented in the novel The Last Guardian.</em></p>
<p>Recently, despite Medivh&#8217;s absence and the draining of magic, a new power seems to have made its home in Karazhan. The Black Riders of Deadwind Pass, though rarely seen, have a connection to Karazhan. However, no one knows who their master is.  One recent sighting is cause for concern — the Black Riders seek the Scythe of Elune, a powerful artifact with the ability to summon the vile Worgen into this world.</p>
<p>It is believed that all ley lines on Azeroth lead to a location under Karazhan.</p>
<p>Worldofwarcraft.com says the following about Karazhan:</p>
<p><em>The decrepit tower of Karazhan once housed one of the greatest  powers Azeroth has ever known: the sorcerer Medivh. Since his death, a  terrible curse has pervaded the tower and the surrounding lands. The  spirits of nobles from nearby Darkshire reportedly walk its halls,  suffering a fate worse than death for their curiosity. More dangerous  spirits wait within Medivh&#8217;s study, for it was there that he summoned  demonic entities to do his bidding. However, the brave and foolish are  still relentlessly drawn to Karazhan, tempted by rumors of unspeakable  secrets and powerful treasures. Forge a group of ten stalwart heroes,  and journey to the tower in Deadwind Pass — but be warned that only those who have achieved level 70 should dare enter.</em></p>
<h3 id="optional-attunement">Optional Attunement</h3>
<p><em><small>Note:  While the attunement is completely optional, at least one person in  your group must have the key in order to unlock the instance.</small></em></p>
<ol>
<li>
<div>Complete the quests <a href="http://www.wowhead.com/quest=9825">Restless Activity</a> and <a href="http://www.wowhead.com/quest=9824">Arcane Disturbances</a> given by <a href="http://www.wowhead.com/npc=17613">Archmage Alturus</a> outside Karazhan.</div>
</li>
<li>
<div>You must then visit Dalaran and talk to <a href="http://www.wowhead.com/npc=18165">Archmage Cedric</a> who will send you to <a href="http://www.wowhead.com/npc=18166">Khadgar</a> in <a href="http://www.wowhead.com/zone=3703">Shattrath City</a>.</div>
</li>
<li>
<div>Khadgar will give you a quest to retrieve the <a href="http://www.wowhead.com/item=24514">First Key Fragment</a> from a Arcane Container in <a href="http://www.wowhead.com/zone=3789">Shadow Labyrinth</a>.  It is located in the room of the last boss <a href="http://www.wowhead.com/npc=18708">Murmur</a>.</div>
</li>
<li>
<div>Next you need to retrieve two more key fragments from <a href="http://www.wowhead.com/quest=9832">The Steamvault</a> and <a href="http://www.wowhead.com/zone=3846">The Arcatraz</a>.   The Steamvaults fragment is found just before the first boss in the  water.  The Arcatraz fragment is found in the corner of the blue room  after the first boss.</div>
</li>
<li>
<div>Khadgar will now ask you to visit <a href="http://www.wowhead.com/npc=15608">Medivh</a> in <a href="http://www.wowhead.com/zone=2366">The Black Morass</a> and give him the key.  You will need to complete the encounter before Medivh will talk to you.</div>
</li>
<li>
<div>Return to Khadgar in Shattrath and he will give you <a href="http://www.wowhead.com/item=24490">The Master&#8217;s Key</a>.</div>
</li>
</ol>
<h2>General information</h2>
<div>
<div>
<div></div>
</div>
</div>
<ul>
<li> The instance is huge, scripted, and non-winged, containing twelve boss encounters, with 22 different NPCs.</li>
<li> In order to open the first door right after the instance gate, at least one person in the raid must have [The Master's Key] which is obtained through an attunement process. The door can be lock-picked by rogues or using a blacksmith skeleton key.</li>
<li> The following bosses and encounters must be defeated in order: Moroes, the Opera Event, The Curator, and the Chess Event. All other bosses are optional.</li>
<li> Note that Karazhan is a level-70 instance, and many of the  bosses can be easily defeated by players above that level. Certain  classes with well geared and experienced players behind them are able to  solo the instance at level 80.</li>
</ul>
<p><a id="Shortcuts" rel="nofollow" name="Shortcuts"></a></p>
<h3>Shortcuts</h3>
<ul>
<li> Killing the Shade of Aran makes a teleport to his room available from Berthold the Doorman.</li>
<li> Karazhan has a side entrance. When climbing the tower to the  right of the main entrance (across the small creek), the stairs lead to a  bridge and to a door which can be unlocked from the inside once the Opera Event has been cleared.</li>
<li> Medivh&#8217;s staff — [Atiesh, Greatstaff of the Guardian] can be used to teleport players to the front gate of Karazhan.</li>
<li> There is a servants&#8217; entrance from the mezzanine above the  ballroom that leads to the broken stairway. This door must be opened  from the stairway side. While this doesn&#8217;t help for initial clearing, it  can later shorten some paths e.g. from the blacksmith to the Curator,  or from Nightbane to Berthold (in order to get to Aran).</li>
</ul>
<p><a id="Vendors_and_repair" rel="nofollow" name="Vendors_and_repair"></a></p>
<h3>Vendors and repair</h3>
<ul>
<li> Koren <small>&lt;The Blacksmith&gt;</small>, next to Attumen the Huntsman, will repair gear for players who are Honored with Violet Eye. He also sells some epic Blacksmithing recipes (frost resistance gear). Near him is Calliard who wanders around, babbling how evil Midnight and her owner are.</li>
<li> Outside of the Gamesman&#8217;s Hall (before the Chess Event) is Ythyar, a reagent and The Consortium reputation reward vendor, who can repair gear (however it is worthy to note that Ythyar has no faction attached to him, so no reputation discounts are available — whether this is a bug or intentional is unclear).</li>
</ul>
<h2>Related quests</h2>
<p>Getting [The Master's Key] opens the following follow-up quests:</p>
<ol>
<li> [70] Archmage Alturus</li>
<li>
<ul>
<li> [70] Arcane Disturbances</li>
<li> [70] Restless Activity</li>
</ul>
</li>
<li> [70] Contact from Dalaran</li>
<li> [70] Khadgar</li>
<li> [70] Entry Into Karazhan</li>
<li> [70] The Second and Third Fragments</li>
<li> [70] The Master&#8217;s Touch</li>
<li> [70] Return to Khadgar</li>
<li> [70] The Violet Eye</li>
<li> [70] Assessing the Situation</li>
<li> [70] Keanna&#8217;s Log</li>
<li> [70R] A Demonic Presence</li>
<li> [70] The New Directive</li>
</ol>
<p>(Must be Honored with the Violet Eye) This is part of the Nightbane quest chain:</p>
<ol>
<li> [70] Medivh&#8217;s Journal</li>
<li> [70] In Good Hands</li>
<li> [70] Kamsis</li>
<li> [70] The Shade of Aran</li>
<li> [70] The Master&#8217;s Terrace</li>
<li> [70] Digging Up the Past</li>
<li> [70] A Colleague&#8217;s Aid</li>
<li> [70] <a href="http://www.wowction.com/tag/kalynna/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Kalynna">Kalynna</a>&#8217;s Request</li>
<li> [70] Nightbane</li>
</ol>
<p>For the old Serpentshrine Cavern attunement:</p>
<ul>
<li> [70] The Cudgel of Kar&#8217;desh</li>
</ul>
<h3>Tier 4</h3>
<p>Tier 4 parts dropped by The Curator (Glove tokens):</p>
<ul>
<li>[Gloves of the Fallen Champion]</li>
<li>[Gloves of the Fallen Hero]</li>
<li>[Gloves of the Fallen Defender]</li>
</ul>
<p>Tier 4 parts dropped by Prince Malchezaar (Helm tokens):</p>
<ul>
<li>[Helm of the Fallen Champion]</li>
<li>[Helm of the Fallen Defender]</li>
<li>[Helm of the Fallen Hero]</li>
</ul>
<h3>Badges</h3>
<p>The bosses of Karazhan drop [Badges of Justice] in addition to their normal loot. In Karazhan, all bosses drop two Badges each, except for the animal bosses (zero), Attumen the Huntsman (one) and Prince Malchezaar (three). Since the chest at the Chess Event also contains two badges, a total of 22 Badges can be obtained from clearing the entire instance.</p>
<div>
<h2 id="karazhan">Karazhan Bosses</h2>
<ul>
<li>Servant Quarters</li>
<li>Attumen &amp; Midnight</li>
<li>Moroes</li>
<li>Opera Event</li>
<li>Maiden of Virtue</li>
<li>The Curator</li>
<li>Chess Event</li>
<li>Terestian Illhoof</li>
<li>Shade of Aran</li>
<li>Netherspite</li>
<li>Nightbane</li>
<li>Prince Malchezaar</li>
</ul>
</div>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: 70 &#8211; 73</div>
</li>
<li>
<div>Requires level 70</div>
</li>
<li>
<div>Territory: Contested</div>
</li>
<li>
<div>Instance type: Raid</div>
</li>
<li>
<div>Number of players: 10</div>
</li>
<li>
<div>Location: Deadwind Pass</div>
</li>
<li>
<div>Attunement: Return to Khadgar</div>
</li>
<li>
<div>Key: The Master&#8217;s Key</div>
</li>
<li>
<div>Raid faction: The Violet Eye</div>
</li>
<li>
<div>Final boss: Prince Malchezaar</div>
</li>
</ul>
</div>
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		<title>Maiden of Grief</title>
		<link>http://www.wowction.com/2010/07/10/maiden-grief/</link>
		<comments>http://www.wowction.com/2010/07/10/maiden-grief/#comments</comments>
		<pubDate>Sun, 11 Jul 2010 02:38:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Guides]]></category>
		<category><![CDATA[Instances]]></category>
		<category><![CDATA[Wrath of the Lich King]]></category>
		<category><![CDATA[aggro]]></category>
		<category><![CDATA[Aura]]></category>
		<category><![CDATA[boss]]></category>
		<category><![CDATA[bosses]]></category>
		<category><![CDATA[Event]]></category>
		<category><![CDATA[Halls]]></category>
		<category><![CDATA[Halls of Stone]]></category>
		<category><![CDATA[healer]]></category>
		<category><![CDATA[Heroic]]></category>
		<category><![CDATA[Karazhan]]></category>
		<category><![CDATA[Maiden]]></category>
		<category><![CDATA[Maiden of Grief]]></category>
		<category><![CDATA[Maiden of Grief start]]></category>
		<category><![CDATA[Maiden of Grief wow]]></category>
		<category><![CDATA[maiden of virtue]]></category>
		<category><![CDATA[mana]]></category>
		<category><![CDATA[patch]]></category>
		<category><![CDATA[patch 3.0.1]]></category>
		<category><![CDATA[patch 3.1.0]]></category>
		<category><![CDATA[Protection]]></category>
		<category><![CDATA[PVP]]></category>
		<category><![CDATA[shadow]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[tank]]></category>
		<category><![CDATA[Ulduar]]></category>
		<category><![CDATA[world of warcraft]]></category>
		<category><![CDATA[Zone]]></category>

		<guid isPermaLink="false">http://www.wowction.com/?p=1882</guid>
		<description><![CDATA[The Maiden of Grief is one of the bosses of the Halls of Stone, a sub-zone of Ulduar. As her name suggests, she is not in the mood to welcome players. Tactics This fight is not similar to Maiden of Virtue in Karazhan despite the same NPC model and incapacitate effects. The fight is a [...]]]></description>
			<content:encoded><![CDATA[<p>The <strong>Maiden of Grief</strong> is one of the bosses of the Halls of Stone, a sub-zone  of Ulduar. As her name  suggests, she is not in the mood to welcome players.</p>

<a href='http://www.wowction.com/2010/07/10/maiden-grief/maiden-of-grief-2/' title='Maiden of Grief'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/Maiden-of-Grief-2-150x150.jpg" class="attachment-thumbnail" alt="Maiden of Grief" title="Maiden of Grief" /></a>
<a href='http://www.wowction.com/2010/07/10/maiden-grief/maiden-of-grief/' title='Maiden of Grief'><img width="150" height="150" src="http://www.wowction.com/wp-content/uploads/2010/07/Maiden-of-Grief-150x150.jpg" class="attachment-thumbnail" alt="Maiden of Grief" title="Maiden of Grief" /></a>

<p><span id="more-1882"></span></p>
<h2>Tactics</h2>
<p>This fight is <strong>not</strong> similar to Maiden  of Virtue in Karazhan despite the same NPC model and incapacitate  effects. The fight is a moving fight with heads up tactics needed.</p>
<p>She occasionally drops a big void zone (Storm of Grief) under  herself and puts a magical debuff dealing shadow damage (Pillar of Woe).  Everyone including the tank should move out of it to avoid the  relatively significant damage incurred.  On Heroic mode, the void zone  does a lot more damage (as much as 5400 a tick on a plate wearer).</p>
<p>She also casts Shock of Sorrow, which deals 1750 to 2250 shadow  damage, incapacitates all group members for 10 seconds. This ability has  a 4 second cast time. If the healer is positioned near a void zone they  can jump into it to avoid being incapacitated for the full duration. In  the event this happens too quickly, PvP trinkets are able to clear the  incapacitate.  This is <strong>NOT</strong> an aggro dump.   However, if someone clears Shock of Sorrow and the tank doesn&#8217;t she will  attack that person as an NPC&#8217;s tendancy is to not break CC.  If all  members are incapacitated she will attack the person with the highest  threat.</p>
<h3>Heroic abilities</h3>
<ul>
<li><strong>Storm of Grief:</strong> Creates a huge black circle on the ground  that damages ~1800 Shadow per second to everyone in it.  Just move out  of it when she creates a new one.</li>
<li><strong>Parting Sorrow:</strong> Mana burn for 2660 to 2940 Shadow, 2 sec  cast.  At least partially resistable.</li>
<li><strong>Shock of Sorrow:</strong> Does 3063 to 3937 Shadow damage and  incapacitates all group members for 10 seconds; damage will cancel the  incapacitate effect.  This is treated as a party wide gouge and follows  NPC CC rules accordingly.</li>
<li><strong>Pillar of Woe:</strong> Magic-type, does ~5.5k Shadow damage, and  then adds a DOT that does ~2k Shadow damage every 2 sec for 10 sec.   Dispellable.  She seems to cast it on random targets, not necessarily  the tank.</li>
</ul>
<h2>Strategy</h2>
<p>On normal, the best strategy seems to be to have the casters stand in  the middle of the room as the tank keeps her moving in a continuous  circle around the outside perimeter.  Before she finishes casting Shock  of Sorrow.</p>
<p>On heroic, kite the boss around the perimeter and interrupt  casting of &#8220;Pillar of Woe&#8221;.  The tank can jump into the void zone to  negate the 10-second incapacitation during the casting of &#8220;Shock of  Sorrow&#8221;.</p>
<p>Note: use Shadow Resistance Aura or Shadow <a href="http://www.wowction.com/tag/protection/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Protection">Protection</a> if available. Debuffs are dispellable</p>
<h2>Quick Facts</h2>
<div id="sdhafcuvh0">
<ul>
<li>
<div>Level: 78 &#8211; 82</div>
</li>
<li>
<div>Classification:  Elite</div>
</li>
<li>
<div>React: A H</div>
</li>
<li>
<div><a href="http://www.wowction.com/tag/health/" class="st_tag internal_tag" rel="tag nofollow" title="Posts tagged with Health">Health</a>:  273,938 &#8211; 431,392</div>
</li>
<li>
<div>Added  in patch 3.0.1</div>
</li>
<li>
<div>Last seen in patch 3.1.0</div>
</li>
</ul>
</div>
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