Posted on 2010 under Guides, Raids, Wrath of the Lich King |
17
Aug
Hodir was a titanic watcher and once resided in the Temple of Winter, lending his guidance to the frost giants in the Storm Peaks. The Sons of Hodir, a faction in the region, refer to Hodir as a father figure or creator. He disappeared after Loken’s betrayal of the other titanic Watchers. It is said that the temple guardians are verified to be deceased. A sulfurous odor suggests that death resulted from a fire-base entity and that the previously established cold weather patterns at the temple have ceased.
It was announced on Feb 17, 2009 that Hodir would be a raid encounter in the upcoming Ulduar raid dungeon. After being defeated, Hodir is redeemed and teleports away to possibly help the players against Yogg-Saron later.
Read more… »
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Posted on 2010 under Guides, Raids, Wrath of the Lich King |
11
Aug
Previously known as Veranus, this creature was captured by Loken and twisted into a vicious weapon. Under Loken’s orders, Ignis the Furnace Master fused iron plates onto Razorscale‘s scales to enhance her deadly strikes.
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Posted on 2010 under Guides, Raids, Wrath of the Lich King |
30
Jun
Toravon the Ice Watcher is an Ice giant boss, located in an eastern wing of the Vault of Archavon. He is only accessible if your faction controls Wintergrasp.
Fifteen minutes before a Wintergrasp battle, Toravon will become unattackable.
Overview
Toravon, much like the other bosses here, is mostly a DPS race while managing to kill his adds.
Occasionally Toravon will apply a stacking debuff to the tank which deals damage over time to the tank and also snares him. You will want to have a second tank to switch off with back and forth to deal with the debuff.
Every so often a tiny ring will appear on the floor, you must move away as adds will spawn that deal AoE frost damage. These adds must also be killed as quickly as possible.
Each wave of adds that spawns Toravon will cast Whiteout which will apply a stacking debuff that increases frost damage to the player by 25%. This acts as a soft enrage timer much like Koralon the Flame Watcher‘s stacking damage buff.
Strategies
This is a fairly simple fight where the boss has 2 interesting abilities.
Firstly, he will spawn Frozen Orbs (1 in 10 man, 3 in 25) which pass through the raid, ticking AoE frost damage within a fairly wide radius. These need to be killed quickly as he will cast Whiteout soon afterwards, which does large raidwide damage. Whiteout stacks a debuff which will increases frost damage taken, so each cast imparts more damage on the raid. If the orbs are not taken down, healers will not have had a chance to top up the raid and people with damage will start dying to Whiteouts.
Melee hits from Toravon will start stacking a Frostbite debuff which adds a significant DoT to the damage taken. A 2 tank setup will need to taunt Toravon as the debuff on the other tank reaches 4 stacks, which allows time for their own to clear. At the start, tanks can handle a higher number of stacks, but as the raid gets more stacks of the Whiteout debuff it makes harder for healers to keep tanks alive. In addition, he sometimes immobilizes the tanks using Freezing Ground. This will prevent the tanks from dodging Frozen Orb.
The original advice on this raid has been to spread out to avoid multiple raid members taking hits from the frozen orbs, but this may make it harder for AoE healers to keep people up. With reasonable raid healers, the best tactic appears to be to take down the frozen orbs as soon as possible (even using melee dps if the raid is short on ranged) to allow the healers time to top up the raid before the Whiteout. If people take damage for longer by avoiding instead of DPSing the orbs, the chances of deaths on the next Whiteout increase significantly.
Healing will get more difficult as the raid gets more stacks of the whiteout debuff, but a 2 tank, 2 AoE healer, 6 dps setup in 10 man or 2 tank, 5 healer (one tank healer), 18 dps setup in 25 man has been seen to succeed.
In a nutshell
- Do not stand in the way of the swirling Frozen Orbs.
- Ranged DPS have to kill the Frozen Orbs immediately.
- Every 38 seconds he will cast Whiteout, which does lots of Frost damage, and adds a Frost damage-increasing debuff, just like Garfrost’s Permafrost. If Toravon isn’t killed fast enough, the raid will wipe due to the immense amount of Frost damage taken.
- Mages can cast Ice Block to remove the Whiteout debuff.
- Paladins can cast Divine Shield to remove the whiteout debuff.
- Paladins can cast Divine Intervention to remove the whiteout debuff on another player (player should remember to remove Divine Intervention to continue with the raid).
Quick Facts
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Level: ??
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Classification: Boss
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React: A H
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Health: 4,601,850 – 15,060,600
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Added in patch 3.3.2
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Last seen in patch 3.3.2
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Posted on 2010 under Guides, Raids, Wrath of the Lich King |
30
Jun
Koralon the Flame Watcher is a Fire giant boss, located in the western wing of the Vault of Archavon. He is only accessible if your faction controls Wintergrasp.
15 minutes before a Wintergrasp battle, Koralon will become unattackable.
Overview
Koralon is a relatively easy fight, especially compared to Emalon. In fact, he is only slightly more difficult than Archavon, the only major difference being the gear requirement. He hits hard, and does quite a bit of raid damage.
Start off my dragging Koralon to one of the sides of the room. Tank him there until his fires became uncomfortable for either the tank or the melee DPS. Then kite him a little to a safe area and proceed normally. Koralon will continue dropping fires underneath random raid members – move out of them as quickly as possible. If the fire texture is not very visible, watch your debuffs – it will show there.
Periodically Koralon will gain Meteor Fists, similarly to the trash before him. Your tanks should be stacked in front of the boss (the OT can put Fire resist gear if they have it, it helps a bit), with all other players – at least 10 yards away from them. If the melee is positioned behind the boss, they will be fine.
Burning Breath is the other big damager the boss will do – unfortunately it’s a straight-forward raid-wide fire AoE, and there is nothing you can do about it.
Koralon also has a soft enrage timer – he gains a stacking damage buff over time, so your raid simply won’t be able to take the damage after some time, presumably around the 5th minute.
Strategy
Right after the pull, Koralon begins to stack Burning Fury, giving the fight a soft enrage. Koralon does not have a hard enrage.
Because of his Meteor Fists self-buff (amplified by Burning Fury), you will need to use two tanks standing in one spot. The Meteor Fists damage will be shared between those two tanks. It might be useful when not using 2 tanks to have high health melee classes around Koralon so the tank will not face too much damage from the Meteor Fists.
Everyone must get out of the fire spots quickly. Tanks should agree on which side to leave by. The Burning Breath ability (amplified by Burning Fury), where Koralon spins around, cannot be avoided and must be healed through.
Due to the heavy incoming damage on both the tanks and the raid it is recommended to have 3 healers. Make sure you have either Fire Resistance Aura or Fire Resistance Totem up since most of Koralon’s damage is based on fire.
It is also highly recommended that all members of the raid have an Add-On like Deadly Boss Mods, which assists greatly in alerting one of the fire spots.
In A Nutshell
- Use fire resistance aura
- Do not stand on fire
10 man drops Tier 9 (ilevel 232) gloves and legs and Season 6 Gladiator gear (back, feet, finger, hands, legs, neck, waist and wrist). 25 man drops Tier 9 (ilevel 245) gloves and legs and Season 7 Gladiator gear (back, feet, finger, hands, legs, neck, waist and wrist). Koralon also drops 2xEmblem of Triumph in both 10-man and 25-man.
Additionally, he has a chance to drop [Reins of the Grand Black War Mammoth] or [Reins of the Grand Black War Mammoth].
Quick Facts
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Level: ??
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Classification: Boss
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React: A H
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Health: 4,183,500 – 13,247,750
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-
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Posted on 2010 under Guides, Raids, Wrath of the Lich King |
29
Jun
Emalon the Storm Watcher is a raid boss in the Vault of Archavon. He can be found in the eastern wing. Although this boss was nerfed with a hotfix it still general requires (skilled players and/or) everyone in your raid to have over 2k dps.

Emalon carries pieces of Tier 8 loot and PvP gear, similar to the Tier 7 loot dropped by Archavon.
Like Archavon, Emalon is only available to the faction that controls Wintergrasp Fortress. Also like Archavon, Emalon becomes un-attackable ten minutes before each fight for Wintergrasp starts. He does not become un-attackable if he is already engaged in combat.
Overview
Emalon is very much DPS test. He doesn’t hit his tank hard, and his adds are not very hard to manage. He will use Chain Lightning on players away from him, and Lightning Nova on those nearby – simply spread out or run away.
Periodically Emalon will choose one of his four adds and charge it with a rapidly stacking Overcharge. The add will start growing quickly and increase damage by 20% per stack, as the number of stacks of Overcharge increases, and will explode when it reaches 10 stacks, killing everybody in range.
Targeting Overcharged Tempest Minions
Quickly targeting Tempest Minions when Emalon overcharges them is critical to killing them quickly enough. Picking out the correct Minion out of the crowd of four used to be somewhat time-consuming. However, as of Patch 3.1.3, overcharged Tempest Minions immediately grow to twice the height of their brethren. They are now easy to select. Just click on the tall one.
Strategy Synopsis
- Boss and Minion tanks 30yds apart for Lightning Nova.
- Everyone max distance apart for Chain Lightning.
- All DPS on Boss until Minion is Overcharged, then all switch.
- Melee run from Emalon for Lightning Nova.
Strategy
Ten-man raids should use two tanks, two or three healers, and five or six damage-dealers, with ranged damage-dealers slightly preferred. Twenty-five-man raids should use two or three tanks, five to seven healers, and fifteen to eighteen damage-dealers.
On the pull, the tank (or tanks) for the Tempest Minions runs in first, closely followed by the tank for the boss. The boss tank taunts the boss immediately. Hunters and rogues can use Misdirection and Tricks of the Trade to help direct the targets to the correct tanks.
The boss tank and Minion tank separate to pre-agreed spots about 30 yards apart, so the Minion tank is not hit by Lightning Nova. Exact positioning is not important, so long as the separation is correct. Healers and ranged damage-dealers position themselves at least 30 yards from Emalon and in range of the Minions.
On 10-man, everyone must remain at least 10 yards away from everyone else, to keep Chain Lightning from jumping. On 25-man, it may be too crowded for this. Instead, stand exactly on top of one or two other characters, but at least 10 yards away from everyone else. This lets the Chain Lightning jump every time, but not far. Everyone must stay at least 10 yards away from the tanks.
The tanks’ initial threat is low as they get their targets under control and positioned. This is because they are moving and they need to avoid grabbing each others’ targets. Damage-dealers must wait until the tanks establish solid threat before they can attack. Once threat is established, they simply attack Emalon. There is no benefit to attacking the Minions until they are overcharged. They will constantly respawn
A straight melee hit from Emalon can cause 20,000 damage to the tank. Two hits in a row, without intervening heals, can kill many tanks. Having two healers on the Emalon tank makes sure that he gets healed often enough. The Minions do extra damage when they are overcharged, so the Minion tank may need extra healing at that time. The rest of the raid must be healed through Chain Lightning and (on 25-man) Lightning Nova.
All melee must run away from Emalon when he starts to cast Lightning Nova, then run back in to attack.
Emalon casts Overcharge on a strict 45-second timer. Use a timer mod (such as Deadly Boss Mods) to predict when he is about to cast it. All melee runs over to the Tempest Minions ahead of time. The overcharged Minion immediately grows to double height, and all damage-dealers attack it immediately, using whatever burst abilities they have. It must die in 20 seconds, or it wipes the raid.
Once the overcharged Minion dies, Emalon summons a new one near himself. The Minion tank must quickly pick it up. Having a third tank, while probably not necessary for survival purposes, makes picking up the new Minion more reliable.
The most common causes of wipes are exploding Minions, losses to Lightning Nova, losses to Chain Lightning, and losses to loose Minions.
To avoid wipes to exploding Minions, run a damage meter. Replace any damage dealers sustaining less than 2000 (10-man) or 2500 (25-man) DPS. If that is not reasonable, try positioning the Minions closer to the boss and rotating damage-dealing cooldowns (including Bloodlust/Heroism) on the overcharges.
To avoid losses to Chain Lightning, try separating and/or stacking as described above, or replace characters with low health. Having higher DPS also helps, as it allows the raid to win the fight before suffering too many deaths to the Chain Lightning.
Avoiding wipes to loose Minions is mainly a matter of tank skill. The boss tank can grab the Minion initially, until the Minion tank can pick it up. Using three tanks also helps (although this is not recommended unless your damage dealers have a very high DPS output).
In A Nutshell
- Use nature resistance totem/aura
- Ignore normal adds.
- Once add gets Overcharged, concentrate all DPS on it.
- Run when he stomps
- Spread out
On Normal (10-man), he drops two items, which can be a hand, leg or chest Tier 8 (10) set piece for any class (the item itself, not the token) or back, feet, finger, hands, legs, neck, waist, wrist pieces from Deadly Gladiator’s Season 5 assortments.
As with Normal (10-man) loot, Heroic (25-man) loot consists of a random selection of four Tier 8 (25) or Furious Gladiator’s Season 6 items; hand, leg, or chest, as well as Furious Gladiator’s amulets, cloaks and rings. Additionally, he has a chance to drop [Reins of the Grand Black War Mammoth] or [Reins of the Grand Black War Mammoth].
Quick Facts
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Level: ??
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Classification: Boss
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React: A H
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Health: 2,789,000 – 11,156,000
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Mana: 212,900
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Berserk: 6 minutes
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Posted on 2010 under Guides, Raids, Wrath of the Lich King |
29
Jun
Archavon the Stone Watcher is a stone giant boss, located in the northern wing of Vault of Archavon. He is only accessible if your faction controls Wintergrasp.
15 minutes before a Wintergrasp battle, Archavon will become unattackable.
Overview
Archavon is very much a DPS race. Two tanks are needed, because the boss will periodically grab the one he is currently attacking, hold it for 8 seconds in the air, and throw it against a faraway wall. During this time, a second tank will need to keep Archavon away from the raid.
All raid members should pay attention to the Chocking Clouds Archavon leaves after the charges, and stay away from them. In addition any player being attacked by Rock Shards should cease movement for the duration of the spell.
Strategy
Archavon the Stone Watcher is a quick raid encounter (like Onyxia or Magtheridon). This encounter requires two tanks.
This encounter with Archavon is a DPS race with only a few mechanics to watch out for:
- Every so often he will start shooting rock spikes at a random raid member. This person cannot avoid the damage (around 7k). However, they can damage other people around that person. Just make sure you aren’t unnecessarily damaging others or getting damaged by moving away.
- He will also randomly jump/charge towards a random raid member and leave a white cloud on the floor which will do ~2k nature damage per tick if you are standing in it. After he spawns the cloud he will stand still for a couple seconds then run back towards the main tank. Stacking the entire raid within 10 yards of him will prevent him from using his Crushing Leap ability, but it is also likely to increase the splash damage from his Rock Shards.
- Both tanks should watch their threat meter and taunt anytime they are not first or second on aggro. If the offtank maintains second place on aggro there is no need to time the taunt with the stomp ability, as the offtank will automatically get aggro when the main tank is picked up after the stomp. In raids where the off tank is significantly less geared than the main tank, one can have the off tank taunt right before the 45-second internal cooldown for Stomp expires, forcing the off tank to be picked up (minimizing the time he is tanking) and preserving the threat lead established by the main tank.
Archavon is on a hard enrage timer (5 minutes) that will boost his damage 8-fold and immediately wipe out the raid if he is not killed quickly enough. Upon initial release this fight was primarily a DPS race, although in current gear one should never encounter the enrage unless something has gone seriously wrong.
- On 10-player mode, with Archavon’s health at 2,300,900 HP, the raid as a whole needs to output more than 7,670 DPS. As a good rule-of-thumb, with two tanks and two healers, the tanks should never go below 550 DPS and the remaining six members should stay above 1,100 DPS.
- Effective tanking requires a swap in aggro following the Stomp ability where he picks up the primary target for several seconds and then throws them across the room. This can be handled in a number of ways, though taunts are required, because being picked up removes all aggro from that target. An alternative to the two tank method is to have a highly survivable dps grab the boss with a taunt and live through the several seconds until the tank taunts the boss back. A lesser strain on the healers can be achieved with taunting before the stomp is cast and thus being picked up instead of the tank, though the 0.6 second cast time on the ability makes this very challenging.
- On 25-player mode, with Archavon’s health at 9,970,700 HP, the raid as a whole needs to output more than 33,236 DPS. As a good rule-of-thumb, with two tanks and five healers, the tanks should stay above 850 DPS and the remaining eighteen members should stay above 1700 DPS.
In A Nutshell
- Dont stand close to raid members who get showered with rock shards. If you are getting rock shards thrown at you, run away from others.
- Dont stand on smoke clouds
On 10-player mode, he drops two items, which can be a hand, leg or chest Tier 7 (10) set piece for any class (the item itself, not the token) or Hateful Gladiator’s Season 5 assortments.
As with 10-player, 25-player loot consists of a random selection of four Tier 7 (25) or Deadly Gladiator’s Season 5 items; hand, leg, or chest. Additionally, he has a chance to drop Reins of the Grand Black War Mammoth or Reins of the Grand Black War Mammoth.
Quick Facts
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Level: ??
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Classification: Boss
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React: A H
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Health: 2,300,925 – 9,970,675
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Enrage: 5 minutes
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Posted on 2010 under Maps, Raids, Wrath of the Lich King |
29
Jun
Vault of Archavon is a raid dungeon found in Wintergrasp Keep. Players may only enter the dungeon while their faction controls Wintergrasp. Notably, all bosses in this instance grant honorable kills. 10 minutes before the battle for wintergrasp starts, any boss who is not currently in combat turns to stone and cannot be fought again until after the battle is over.
Encounters and loot
The bosses of the Vault of Archavon drop a random assortment of gear in a similar style as classic World of Warcraft before the expansions. Class specific pieces can drop for both the PvE and PvP sets. The loot can be all PvP, PvE, or a mix of the two. The loot is completely random and is not impacted by the raid makeup, so it is advantageous to bring a variety of class/spec makeups to increase the likelihood that someone can actually use the drops.
It should be noted that the PvP gear cannot be disenchanted but the PvE can. It should also be noted that should a group to wipe, depending on how long it takes to get the group reassembled some members may be flagged for PvP while others are not. This is because the watchers are all PvP flagged, having all members manually flag will prevent members from accidentally not having certain buffs when the fights start.
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Posted on 2010 under Guides, Raids, Wrath of the Lich King |
29
Jun
Algalon was sent by the titans after Watcher Loken’s death activated a planetary fail-safe protection, indicating possible distress on Azeroth. Algalon’s task is to analyze any systemic corruption on the planet. If it’s deemed beyond saving, the Titans will “re-originate” the planet to cleanse it of corruption, killing all currently living organisms in the process.
Gaining entry to the Celestial Planetarium
Algalon can only be accessed if at least one member of a raid has obtained the [Celestial Planetarium Key] or [Heroic Celestial Planetarium Key]. Players have a one-hour window to defeat him per lockout period, starting upon first initiation of the encounter.[2] Blizzard has sardonically referred to him as “Algalon the Raid Destroyer”.
- Completing I Choose You, Steelbreaker or I Choose You, Runemaster Molgeim enables one Archivum Data Disc to drop. (It is not party loot.)
- The quest from the disc directs the player to the Archivum, located beyond the Assembly of Iron.
- After listening to the Archivum Console speak, Prospector Loren offers The Celestial Planetarium, asking the player to locate the Celestial Planetarium and return to Prospector Loren. Completing this enables four quests to obtain the Watchers’ sigils, which may be performed in any order:
- Freya’s Sigil – Complete Knock, Knock, Knock on Wood.
- Hodir’s Sigil – Complete I Could Say That This Cache Was Rare.
- Mimiron’s Sigil – Complete Firefighter.
- Thorim’s Sigil – Complete Lose Your Illusion.
- Completing all four quests enables the quest Algalon. Returning to the Archivum Console rewards Celestial Planetarium Key.
Overview
Despite its straight-forwardness, Algalon the Observer is likely the hardest fight in Ulduar, and maybe ingame. He has two Phases, which don’t differ too much – Phase 1 until his health hits 20%, and Phase 2 until the end of the encounter.
During Phase 1, Algalon will hit your tank quickly and hard. Quantum Strikes account for a lot of the damage, and Phase Punches will force tank rotation every ~45 seconds – your non-debuffed tank will want to taunt Algalon soon after the 4th Phase Punch. Cosmic Smashes can target any raid member – they are preceded by a shadow-fissure looking swirling red circle on the ground. A few seconds after the circle appears, a meteor will fall on its location, inflicting colossal amount of fire damage, with additional splash damage to the entire raid. The splash portion of the damage is based on proximity, so getting far away from the point of impact will mitigate it. Cosmic Smashes have their own raid warning.
There are two kinds of adds spawned during this encounter – Collapsing Stars and Living Constellations. The Collapsing Stars lose 1% health every second and should have a dedicated DPS bringing them down prematurely, as they die in a violent explosion that hits the entire raid for quite a bit. They spawn Black Holes on the location where they died. Raid warning will announce the appearance of a Star.
Living Constellations spawn in threes, and wander around, following normal threat table. They attack with Arcane damage, which although not negligible, can be healed through. If a Living Constellation “walks” into a Black Hole spawned by a Collapsing Star, both despawn, so having a healer or an Off-tank pull aggro on them and leash them would be a good idea.
Big Bang is the other huge spell in the fight. Every ~90 seconds Algalon will begin an 8-second Big Bang cast, similar to Hodir’s Flash Freeze. All players, except the tank, will need to run to a Black Hole and stay inside until the spell goes off. While inside, raid members will take ~2,000 arcane damage every 1 second and will be attacked by Dark Matters. A tank will need to stay out and use a damage reduction cooldown (or have one given to them from another raid member) to eat the spell. If the entire raid enters a Black Hole, Algalon will go Berserk. Try not to enter the Black Holes too early (but certainly not too late!), and avoid the Dark Matters. After the spell goes off, all players phased in Black Holes will be automatically returned to the normal dimension. Big Bang also has a raid warning.
When Algalon’s health reaches 20%, he will enter Phase 2. No more Collapsing Stars or Living Constellations will spawn, but he will continue casting Big Bang – you want to time this phase very soon after a Big Bang, as avoiding those and surviving will be tricky. In place of those, four Black Holes will appear and they will periodically spawn Dark Matters. From this point on, the fight becomes a DPS race, as Algalon will continue Phase Punching your tanks, and you might get overwhelmed by adds or too much tank damage.
Abilities
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Phase Punch – Inflicts 8,788 to 10,212 an applies a stacking debuff on the target. When the debuff reaches 5 stacks the target is affected by
Phase Punch.
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Phase Punch – Shifts the target to another plane for 10 seconds.
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Cosmic Smash – Inflicts 41,438 to 43,562 (
25 Player: 53,625 to 56,375) Fire damage to anyone under the area of impact, and less Fire damage to everyone, based on proximity.
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Big Bang – Inflicts 76,313 to 88,687 (
25 Player: 107,250 to 112,750) Physical damage to anyone not standing inside a
Black Hole. Removes players from Black Holes.
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Ascend to the Heavens – Inflicts 655,500 to 724,500 damage to all enemies. Cast 6 minutes after engaging him. Equivalent to Berserk.
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Collapsing Star – Summoned periodically during Phase 1. They lose 1% health each second and cast
Black Hole Explosion as they die, which inflicts 16,088 to 16,912 (
25 Player: 20,475 to 21,525) Shadow damage to the entire raid. They leave
Black Hole on the ground as they die.
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Black Hole – Spawned by dying Collapsing Star. Players standing in a Black Hole are shifted to Worm Hole dimension, taking 1,532 to 1,968 Arcane damage every 1 second spent shifted.
Dark Matters populate the Worm Hole. If a
Living Constellation enters a Black Hole, both despawn.
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Living Constellation – Spawned in threes periodically during Phase 1. Attack with
Arcane Barrage, which inflicts 4,163 to 4,837 Arcane damage. If a Living Constellation enters a Black Hole, both despawn.
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Dark Matter – Spawned inside Worm Hole dimension during Phase 1. Attack any raid member who enters a Black Hole. Spawned periodically from Black Holes during Phase 2.
Strategy
Phase 1
Algalon transforms the arena into space and immediately begins attacking the player with the highest threat. Algalon hits very hard and fast; he casts Quantum Strike on the tank with high frequency, so healers must ensure that the tank remains at full health at all times. All DPS merely attack the boss the best they can. Algalon can be positioned anywhere, as he has no frontal cleave or cone attacks.
After 15 seconds, Algalon begins casting Phase Punch on the current tank every 15 seconds and also summons four Collapsing Stars. Once the tank gets 5 stacks of the Phase Punch debuff, that tank is ported out for 10 seconds as if he stepped into a Black Hole, whereupon the debuff is completely removed. Algalon then switches to the second highest on his threat table. Your off-tank should be ready to taunt, with healers ready to change targets, as the off-tank begins taking substantial damage very quickly. Algalon will be Phase Punching the tanks throughout the fight; tanks must keep switching after.
Assign one or two ranged DPS to kill the Collapsing Stars one at a time. Since they slowly lose health on their own (1% health per second), if left alone, they will all explode at the same time and wipe the raid. Alert the healers so they are ready before a Collapsing Star is killed, as the entire raid takes roughly 16,000 shadow damage regardless of positioning (a tank who is too low on health when a star explodes can die and likely cause a wipe). When a star dies, it leaves behind a Black Hole, which is both a void zone and a portal to another realm. Collapsing Stars keep spawning throughout the fight until Phase 2 and should always be killed.
Every 25 seconds, Algalon casts Cosmic Smash on a random player, including a tank. This appears as a red fissure, which explodes after a few seconds. Everyone—not just the targeted player—should move away from the red fissure, as it causes splash Fire damage, based on player distance with the impact point.
Note: On 25-man, Algalon casts three separate Cosmic Smashes on three random players.
Fifty seconds after the initial pull, Algalon summons three Living Constellations that cast Arcane Barrage on random players and have normal threat tables. It is unnecessary to DPS a Living Constellation. Instead, a single player can aggro these and run behind any available Black Hole, as any Living Constellation that passes through a Black Hole dies instantly, causing that Black Hole to disappear. The player assigned to do this should be careful to run around a Black Hole instead of through it to avoid being portaled. Death Knights are an ideal choice for this, as they can stand behind Black Holes and use Death Grip to pull the Constellations into the hole.
Every 90 seconds from the initial pull, Algalon begins casting an 8-second lethal spell called Big Bang. To avoid getting hit by Big Bang, everyone must enter a Black Hole created by a killed Collapsing Star except for one person. For this reason, all players should be aware of the location of remaining Black Holes after Living Constellations are killed. Players need not enter the same Black Hole as everyone else; all Black Holes lead to the same dark realm. Once inside the Black Hole, players take roughly 1,500 Shadow damage per second and must avoid elite adds called Dark Matter scattered throughout the realm until Algalon finishes casting Big Bang, and automatically portals everyone back to the normal realm.
If everyone enters the Black Holes and Algalon has no player in the normal realm to target, he kills the raid with Ascend to the Heavens, then disappears. For this reason, one player must remain in the normal realm to eat the Big Bang. A player protected with a Holy Priest’s Guardian Spirit, a Shadow Priest casting Dispersion, or a tank blowing all cooldowns are all capable of eating the Big Bang. Note: Big Bang ignores immunity effects such as Hand of Protection, Ice Block, and Divine Shield.
Entering a Black Hole also resets all threat of the player. If the currently Phase Punched tank stays outside to eat the Big Bang, the off-tank can taunt to gain all the threat he had upon return to the normal realm, ensuring that the rest of the raid doesn’t pull aggro.
This phase continues until Algalon reaches 20%.
Phase 2
When Algalon reaches 20%, Collapsing Stars and Living Constellations despawn and stop respawning, and all open Black Holes disappear. Algalon continues to cast Quantum Strike, Phase Punch, Cosmic Smash, and Big Bang.
Algalon then summons four new Black Holes in a square pattern. Every 30 seconds, four Unleashed Dark Matters will spawn, one from each Black Hole. The off-tank needs to pick these up and tank them to the side for the rest of the fight, and DPS must burn down Algalon before these adds pile up and become too much to handle.
When this phase begins, consider swapping tanks, as the current tank will very likely have the Phase Punch debuff and the off-tank will have a hard time surviving if he has to tank the adds and Algalon together. If you swap once the Black Holes spawn, you’ll be given about 45 seconds to defeat Algalon before a forced tank-swap which should be long enough. Players also need to keep alert about Cosmic Smashes as Algalon will still be using this.
Once Algalon reaches 1-2%, he is defeated, all adds and Black Holes despawn.
Quick Facts
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Level: ??
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Classification: Boss
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React: A H
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Health: 8,367,000 – 34,862,500
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Added in patch 3.1.1
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Berserk: 6 minutes
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Optional boss
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Posted on 2010 under Lore, Quest, Wrath of the Lich King |
26
Jun
Its date of creation is unknown, but it is known that Atiesh was forged from the “seed of hate” and was wielded by each Guardian of Tirisfal until the line ended with Medivh. This would set the age of Atiesh at thousands of years.

Following the assassination of Medivh, the staff was brought to Dalaran where it was held by successive members of the Kirin Tor, who all found their deaths soon (except for highborne sorcerer Tarsis Kir-Moldir, it appears). After all these deaths, it was decided that the staff was to be put “behind impenetrable barriers of magic” and a “watcher” was appointed: Angela Dosantos. The shattering of the staff came about following the destruction of Dalaran by Archimonde, probably due to the failsafe system of the magical barrier. Atiesh was shattered into forty-two pieces which were scattered across all of Azeroth[3]. Brann Bronzebeard held the Base of Atiesh, which he somehow lost to C’Thun. The Scourge captured the forty-one other pieces, twenty of which were initially held by Tarsis. Forty pieces of Atiesh were each entrusted to a different lieutenant of Kel’Thuzad within Naxxramas, while the fallen mage himself held the staff’s head.
When Naxxramas appeared over the Eastern Plaguelands, the Argent Dawn attempted to prevent this powerful focus of power from falling into the hands of the necromancer-lich, Kel’Thuzad, and were apparently successful in this regard.
Later, Meryl Winterstorm sent Garona Halforcen on a mission to retrieve the base of the shattered staff from within the remains of C’Thun. Garona succeeded and gave the base to Med’an, who restored the whole staff simply by holding it while being imbued with the powers of the New Council of Tirisfal.
Description
This final task will be the most difficult of all, <name>. You have faced and defeated both an Old God and the Lich King’s General, but now you must face the hand of Sargeras.
Take the staff to Stratholme. It is there that you will find a piece of consecrated earth: ground where the greatest knights of Lordaeron were murdered. Place the befouled staff upon the holy ground and prepare for an entity of immense power to break from within… Defeat the demonic being that controls the staff and return to me.
Rewards
You will receive:
Atiesh, Greatstaff of the Guardian
Quick Facts
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Level: 60
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Requires level 60
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Type: Dungeon
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Side: Both
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Difficulty: 60 63 72
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Tags: 3.3.0, About, Archimonde, Argent, Argent Dawn, Atiesh, Azeroth, Blizzard games, Brann, Brann Bronzebeard, Dalaran, dungeon, Elf, Focus, fro, From, Garona, General, God, Greatstaff, Guardian, Holy, kel thuzad, Kel'Thuzad, King, Kirin Tor, Lich, Lich King, Lich King's, Lieutenant, Lordaeron, Med'an, Medivh, Meryl Winterstorm, Naxxramas, New Council of Tirisfal, Old God, Orc, patch, patch 3.3, Patch 3.3.0, Sargeras, Scourge, Storm, Stratholme, Tirisfal, warcraft, Watcher
Posted on 2010 under Lore, Raids, Wrath of the Lich King |
26
Jun
Along with Uldum and Uldaman, there exists a third base of the titans called Ulduar. A fourth base, Maraudon, is the location of Terramok, an ancient titan vault. A fifth base is located under Bael Modan. Ulduar is located in The Storm Peaks of Northrend.

Ulduar is a mysterious subterranean realm of ice and stone. This was once the storm giants’ stronghold, but they didn’t build it. Brann Bronzebeard believes it to be a titan city (it is also a production facility and prison), as it matched the design of the two temples in Northrend and other ruins dwarves found elsewhere (and because it contained the word “Uld”). Massive buildings protrude from the tops and sides of mountains, many hundreds of times taller than a human. When Brann Bronzebeard first explored the area, a section he discovered was covered in rock and ice. He thought it was an amazing place but couldn’t tell from outside, because it was completely hidden to him. The exterior he saw looked like the other peaks to him: a jumble of rock and ice cut at angles only nature would have produced. The entrance he discovered was well-hidden and heavily guarded by crystal golems. However large sections of the facility are now visible aboveground.

Inside, Ulduar is a profusion of tunnels and stairs and balconies. The entire place appears to be carved out of a massive cave, and many of the levels are natural ledges. It has the feeling, as if nature were improved upon rather than replaced or recreated. The surfaces are a strange mix of smooth and unaltered stone and ice, as when a master sculptor works in stone and lets the material’s natural texture add depth and beauty. It shows where the dwarves got their skill in stonework, but judging by Ulduar they’re still a long way from matching their creators.

When Brann was exploring the place, the storm giants themselves were so few in number that one could wander the halls without ever meeting one — he believed this was probably for the best, since no one was supposed to gain entrance. The giants are a dying race desperately avoiding their fate. They seem to think another race will vanquish them some day, and so they hide in Ulduar rather than girding for battle. They are too frightened to battle the Scourge, but apparently they hate it. Ulduar is likely a treasure trove of information on the Titans and their activities. Since then the storm giants have moved to the Howling Fjord.

Ulduar is a raid dungeon in the Titan complex of Ulduar, located within the The Storm Peaks. It serves as the prison of the old god Yogg-Saron as well as the current residence of most of the titanic watchers who have fallen under his influence.

All bosses in Ulduar drop Emblem of Triumph, which can be used to acquire epic quality gear from various vendors in Dalaran. They can also drop Runed Orb, a rare component used to craft high level gear.
Also, each boss on 25-player difficulty has a chance to drop a Fragment of Val’anyr, which are needed in order to reconstruct Val’anyr, Hammer of Ancient Kings.
Quick Facts
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