Tuesday, July 31, 2007

Aran

Trash Mobs:
After Curator there is a set of two sentinels that guard the areas next room although they do not have to be pulled. You can avoid them by pathing along the left side hugging the wall. Do not do so before pulling a sentinel patrol that comes up and down that side however.

Beyond the sentinel are groups of leeches and sentinels. It is advisable to pull the sentinels apart as they patrol back and forth towards you whenever possible and grab the groups of leeches whenever you can by pulling them back to the stairway when necessary. The leeches are interesting in the sense that they are immune to all magic, so casters might feel a little useless here. Level up that dagger skill.

A pathway needs to be cleared to the ramp that rises above the raid to the left when you are below the two sentinels that had been left behind. There is a mob to talk to in regards to the kara quest chain in this area that would require some additional pulls as well if some individuals are at that part. In addition, the raid can find books on the ground that apply a buff for an hour when read. These can be useful and usually saved until Aran or a similar situation (they disappear in inventory when logged off).

After passing up the ramp to the left you will be faced with a circular room that will require clearing. The room contains groups of elementals and single undead elite pulls. It is best to cc as many elementals as you can and take them down one at a time (fear/trap/banish). The undead elite is pretty straight forward.

Through the other side of the room there are two groups of mobs to contend with. One is a group of demons and their summoners, where nothing can be cced. A warlock can enslave and banish while the raid focuses on individual mobs to take down. The other groups of mobs that will be encounterd are phasing undead mobs. They should be marked as they appear, usually groups of approximately 4 mobs. When they reappear you should pull them so that those ccing(shackle/trap) will have time to react and get their cc up.

Before reaching the room to Aran, the raid will pass a bookcase that would lead the raid to Illhoof as an optional choice. Up a small ramp to a door is where Aran will be found and if desired the raid can continue down the hall and skip Aran while heading towards the chess event and the remainder of the bosses; Netherspite and Prince.

Leeches
Difficulty: 5-6 non-elites, minimal damage.
Special Abilities: Immune to magic, melee.
Strategies: Since they are immune to magic, the fights can be considerably frustrating if there is little to no melee dps in the raid, and healers become secondary targets all to quickly for their own liking if damage is not mitigated properly.

Undead Caster
Difficulty: 1 elite, caster.
Special Abilities: Shadow Bolt.
Strategies: These mobs are quite easy to take out and do not require much of anything beyond tanking and dps. If one is pulled on accident with the elemental groups they can be shackled.

Elemental Groups
Difficulty: 3-4 elites, moderate damage.
Special Abilities: Explosion when low on health, melee.
Strategies: CC as many of the mobs at one time you can with banish, traps and fears while the group focuses on a single target at a time. When the elemental reaches a health of around 10 percent he begins a quick countdown where he will explode and do massive damage to surrounding raid members. It has a wide range of explosion. If you stun the mob as he is going into it with hammer of justice or kidney, something of that nature then they will not explode on the raid. Heal the party up after an explosion and proceed to the next target.

Spirits
Difficulty: 4-5 elites, moderate damage.
Special Abilities: Phase shift, melee.
Strategies: The only strategy involved with these creatures is done before the pull. It is relavent for the tank to wait until all the mobs are visable before pullings so that the individuals doing the cc will have time to get their targets. Otherwise the tank will take damage from all four mobs at a time for a short while with loss of healing due to some of the cc's coming from shackles.


Aran::

Aran is arguably the toughest boss within karazhan to master for a raid. It is different from the standard tanking and dpsing segment of normal boss fights. Aran has no aggro list, so there is no reason to build or worry about taking aggro from him. Aran will cast numerous spells throughout the fight and success of his defeat will rely upon every raid member cooperating with one another. One disaster will lead to another which will ultimately lead to the failure of the raid.

Interrupts are an important focal point for this encounter. Aran's spell list is that of a mage (a mage on crack) with certain spells that need to be continuosly countered as he casts them. The following spell list is as follows with a description of each spell preceding the list:

  1. Fireball - Standard.
  2. Pyroblast - Casted after a mass polymorph on a single target.
  3. Frostbolt - Standard.
  4. Arcane Missiles - Standard.
  5. Arcane Explosion - Casted after summoning the raid to him and Mass Slow.
  6. Blizzard - Cast in one edge of the circular room and then moves clockwise.
  7. Mass Polymorph - Cast when his mana has depleted.
  8. Mass Slow - Cast after summoning the raid to him in the center of the room.
  9. Summon Water Elementals - Cast when his life reaches 20%.
  10. Flame Rift - Randomly casts flame rift on the raid which triggers an explosion on movement.
  11. Evocation - Cast after mass polymorph and mana has been depleted.

While everyone must do their part and there are many ways to accomplish the task of destroying Aran, I will follow a successful route and point out areas where other paths could be taken.

All of the spells unless stated above can happen at random intervals throughout the fight. It is best to have at least 2 interrupters on Aran watching over fireballs and frostbolts as he casts them. This is best done with a rogue and a warrior with kick/shieldbash. They will be responsible for interrupting those effects.

The quicker that Aran runs out of mana, the quicker he will polymorph the raid pyroblast and cast a mass explosion on everyone. Ideally it would be best to destroy Aran before he ever runs out of mana. But this is probably unlikely. One tactic is to do little enough dps that when he does run out of mana, your group sustains the polymorph blast and recovers. This prevents the raid from having to deal with a poly blast followed by the summoning of elementals at 20% at the same time which will often result in a wipe for the raid.

However we will go on the assumption of slowing his mana depletion. In order to keep him from going into the polymorph phase too early there are two important things to consider. First of all, arcane missiles should never be interrupted. It should be healed through. When casting arcane missiles, the mana is already wasted as soon as he begins to cast it. This means that interrupting it only speeds up the casting for the next spell and a quicker depletion of mana. The second thing to remember is that when interrupting a fireball or frostbolt, don't do it right away. Wait until the casting bar is nearly completed so that more time has been consumed that he would be using casting another spell.

As the fight progresses your raid must all be aware of when a flame rift is in effect. This occurs when Aran starts glowing in fire and you will most likely see circles of flame on the ground. If anyone moves while these flames are in effect the whole raid will explode into the air and be doomed since the damage is emmense. When combined with Aran's blizzard, this is a difficult position to live through but you are much better off remaining still inside the icy shards in hopes your healers will keep you alive.

When he begins to cast blizzard a small blue shard will drop on one corner of the circular room. If you notice this shard dropped you will know where the blizzard intends to begin within the next few seconds. It will begin there and move in a circular motion around the room until it returns to its position and fades away. It is best to mark a paladin(BoF) in the raid to keep an eye on the blizzard and guide the raid in a circular motion away from it following in its wake or concentrate the whole raid in the center of the room.

At some points during the fight he will summon the whole raid to the center of the room and cast a mass slowing effect on the raid. He will then be able to cast an arcane explosion which will reach out just a little before the edges of the room. You should not have to worry about dispelling people in the raid since there is enough time to slowly move to the edge before the explosion.

When at 20% Aran will summon four water elementals at four equally spaced sections of the circle. It is best to fear/banish these water elementals and take a few down since they will destroy your healers in this phase if they are not managed properly. They will despawn eventually and if your raid can heal through it then that is a choice you can make.

How to video for reference:

Aran: How to fight.

Friday, July 27, 2007

Curator

Trash Mobs:
There is a back entrance for reaching Curator that can be reached outside Karazhan across the river, to the north of the main entranceway in Deadwind Pass. It is found climbing the tower there and across a small overpass bridge. To reach Curator the raid enters the side entrance and will be bearing to the left. There are mobs right around the entranceway so the raid should be careful to avoid easy aggro as they prepare.

There will be a stairway to the left that shall be climbed in order to reach Curator. If the doors around the stairs are taken you will see the area that belongs to the summonable creature; Nightbane. This can only be done once someone has completed the series of quests related to him through Karazhan.

There are several twists and turns that will lead to Curator but it would be difficult to get off track from this point on beyond the stairway as you progress towards Curator. There will be single ghost elite pulls along the way until the point where the raid reaches the sentinel creatures. Double tanking will be necessary on this phase and attention to who gets debuffs so as not to hinder the raid(explained below). After the sentinels have been defeated the raid will move into a circular room with a pillar directly in the center. This area will be where all the remaining combat will be done before Curator. Curator is pathing/patrolling a route in the next room next to the groups of mobs that will be brought out each time that he paths away from the raid into this circular room. After all the trash mobs have been defeated the raid moves in to the hallway against the far wall so as not to aggro and prepares for Curator.


Ghosts
Difficulty: 1 elite, significant damage.
Special Abilities: melee.
Strategies: These mobs can be slowed and kited around, so even if your tank drops you can still finish off this mob if your hunter/frost mage is careful. These are usually straight forward tanking and dps battles that go relatively quick.

Sentinels
Difficulty: 1-2 elites, moderate damage.
Special Abilities: melee, arcane explosion debuff (placed on raid members who are the source of the explosions, arcane missiles.
Strategies: When there are two of these to contend with, split the tanks up and have a healer assigned to a particular tank that they are responsible for. Throughout the fight, they will randomly place an arcane marker on raid members. This raid member will start casting arcane explosion on himself and those around him. As soon as you have this debuff you should remove yourself from the raids location so that you do not inflict damage to everyone around you; the damage gradually gets worse as it wears off.

Arcane Packs
Difficulty: 1 elite, 5-6 non-elites, moderate damage.
Special Abilities: mana drain, blink(deaggro), melee.
Strategies: All the arcane packs shall be fought in the circular room before Curator as described above. It is best to take down the elite mob first while fearing all the non-elites in the group with warlock/priest/warrior fears. Once the elite mob had been slain, he will restore mana to the raid members that are near his body for the next 10-15 seconds or so. This will help restore lost mana thus far from drains and the fight on the elite. The non-elite mobs should be destroyed quickly thereafter.

Curator::

Curator goes through two primary phases throughout the battle. Curator starts the battle with full mana but spends 10% of his mana every 10 seconds creating an arcane creature to assault the raid (Curator is immune to mana draining in all respects). The tank should be on Curator while all members in the raid focus on the non-elites that are spawned at every 10 second interval.

The formation of the raid is important for this fight and restricting yourselves to two primary rules. One healer should be responsible for keeping the tank up and another for the members of the rest of the raid that will deal with the spawns. The first rule relating to the formation is that everyone must spread out away from one another so that damage will be reduced to a single area. The spawns use arcane explosion as they move around to their targets and this damage can easily get out of hand if it is hitting more than one individual.

The second rule to this may seem simple but usually people have a hard time grasping; don't move. It is some sort of instinct for people to simply backup or blink away from a mob that has aggro on them in an attempt to keep their distance. "DO NOT MOVE". Moving will only hinder the raid since you are putting other raid members near you in danger. Just think of it as you becoming the temporary offtank for this spawn. Often the mob will not change aggro despite what is being thrown at it. Become a hunter/mage tank for the next 10 seconds and just take the hits (swing your sword/polearm hunters).

No dps should ever be on the Curator. It is imperitive that while adds are spawning the adds are the ones to go down. Damage to Curator happens when phase 2 approaches. Curator will run out of mana after he spawns the 10th arcane creature. At this point in time, he will go into an evocation mode to regain his mana and arcane creatures will stop spawning. While he is evocating Curator will receive 200% damage from anything that strikes him.

It is tempting to immediately start dpsing him when you see that he has begun his evocation. "DO NOT" do this right away. He will spawn his last non-elite when he evocates, and this is the mob that must go down before any dps goes on Curator. This will be the failure of your raid, because as soon as the spawns get out of control chaos pursues.

When the last spawn has been killed everyone must unload everything that they have on Curator since he will be taking double damage for the remainder of the evocation...pom pyro's, call/send hunter pets, throw up dots and instant splash damage, pop trinkets, etc. This is the perfect time for priests to use their shadow fiends since not only will it do more damage, but it will restore double the mana back to you than you are normally seeing occur. Priests should not use a pot in the first phase and should rely on the fact that their shadow fiend will restore all their mana back in this first phase for them. Dust off your wands and throw them as well, they might be hitting for 600-800 a hit.

It is customary to go through a couple phases like this one before Curator gets to around 20 percent health. At 20 percent health Curator will enrage and stop spawning arcane creatures. At this point he will hit harder but the battle has switched gears now. This is a tank and dps section of the fight at this point and usually means your raid has succeeded in defeating Curator unless something terribly wrong happens.

How to video for reference:
Curator: How to Fight.

Thursday, July 26, 2007

Opera Events

Trash Mobs:
Instead of hanging right towards Maiden of Virtue where the hallway begins/ends, the Opera Event is straight ahead. It is guarded by 2 skeletal mobs similar to the ushers faced earlier. A group of 2 leads you into another group of them and a wandering single patrol that goes back and forth in front of the second pair. Once these mobs are taken care of your raid will hang to the right of the crowd and stage. The stage will be visible up ahead with crowds of people waiting in their seats to see the show. There is a doorway along the right side of the crowd that leads backstage. Through this doorway and the next is a flight of stairs that lead to elite performer groups with some patrols amongst them. These mobs cannot be cced so multiple tanks will be necessary.


Once the backstage has been cleared out, the raid will move through the next doorway and keep to the right which will lead to the stage hand with a flight of stairs positioned on your left. There is a single mob on the stairs that should most likely be cleared before starting the event as well since it is possible he will be aggroed from below.


There are three different events that can take place for the opera. Without knowing which one in advance to prepare your raid for, you will have to make quick decisions on the fly as to what everyones assignment will be as the stageperformer prepares the act to the crowd. It is advisable to send someone in as a sacrifice on stage by himself while the remainder of the raid is backstage. When it has reset and your 'lemming' has made his way back to the raid group, you can hand out individual tasks for the event that you know is to be taking place.


Skeletal Guards
Difficulty: 1-2 elites, massive damage.
Special Abilities: Ice Block(which will deaggro/parlyze the tank), melee, no cc.
Strategies: Just like the ushers, these mobs will swing extremely painful amount of damage but they differ in one respect. Since the healers will be spam healing the tanks in this part of the fight, when the skeletal guards place an ice block on the individual tanking them, the healers are always the first to go down. It is tough to do these pulls without deaths but if you have warriors tanking, you can spell reflect the ice block being placed upon them back onto the skeletal guard which will nullify this effect.


Performers
Difficulty: 1-3 elites, moderate damage.
Special Abilities: Boring Story(puts the target to sleep), melee, no cc.
Strategies: These can be tanked easily enough. The only thing that you need to be aware of while you are engaged with these mobs is keeping your raid members dispelled from the boring stories that they cast upon you. It does no good if your healers or tanks are asleep.


Big Bad Wolf (Little Red Riding Hood)::

Of the three, this is by far the easiest one to master. The entire fight is just a tank and dps battle except in one situation. The tank should take the wolf away from the raid so that people have more time to react when the wolf switches aggro. The wolf will switch aggro every 20 seconds or so. A random raid member will get the 'little red riding hood' debuff. This debuff will increase your movement speed by a considerable amount but gradually reduce the armor value of that individual to 0. As soon as someone realizes that they have the 'little red riding hood' debuff, they should run in a circular motion around the room, while the wolf attempts to catch up to them. Once the debuff wears off it will return to a standard fight. Melee classes will have much less time to react since they will be standing right next to the wolf when they get the debuff. This can happen to the main tank as well, but remember that he must still run, because his armor will be reduced to 0.


The Crone (Wizard of Oz)::

This event requires the manipulation of several different mobs and can be made easier depending on the class structure of the raid. There are 5 total mobs to contend with during the fight and they all have their own weaknesses that can be taken care of. Even if you are missing key aspects of the mobs weaknesses, the fight can be done with 2 tanks mitigating aggro back and forth where it is needed. The five mobs are as follows:

Dorothy - No aggro list, caster type.
Tito - Dorothies dog, minimal damage, silence capable.
Roar - Cowardly lion susceptible to fears. Moderate damage.
Tinman - Very quick at the beginning but slowly rusts to a crawl throughout duration of fight.
Strawman - Susceptible to dazes with fire spells, scorch/searingPain ftw

Dorothy should be the first to be taken out since she has no aggro list. This doubles as a good feature, since the tank can focus elsewhere and pick up enough aggro on additional mobs so that by the time the dps switches over, he should have no worries on losing his targets.

There are two approaches to this:
1. One approach is to have the tank on tinman and tito, while a warlock constantly fears roar, and a fire mage/warlock constantly soloes strawman with firespells.
2. Another approach is to have 2 tanks picking up aggro on two targets. One grabs aggro on strawman and roar, the other grabs aggro on tito and tinman. You can take them down in any order but it is suggested that you take down tito second(after Dorothy), and tinman last.
Note: Often tinman is pulled off of the tank on purpose later on in the fight since he has rusted to such a slow pace that he would never catch up to the ranged dps class responsible of pulling hate.


Julianne and Romulo (Romeo and Juliette)::

This fight is similar to the one in the scarlet monestary days (Mograine and Whitemane). First, Julianne will be by herself, then Romulo and once again you will fight them both simultaneously. She has several spells that she will cast against the raid. It is important to keep interrupts up on her spells; especially the heal. The list of spells that she will cast are as follows:


It is important to keep the heals ' ' from being cast throughout the event. If her spells are interrupted promptly there should be little to worry about in the first phase. Julianne also has a buff that she provides like a paladin aura. This can be dispelled once it is applied.


After Julianne has fallen, Romulo will spawn to avenge his lover. Romulo is a quick damaging opponent who does not like people who are attacking him from behind. He will charge and knockback individuals behind him throughout the fight so it is best to either stay all in front of him or place him against a wall so that you do not get knocked back far if you will be dpsing there. Romulo also has a buff that he will provide that should be dispelled if possible.

Once Romulo has been defeated they will both rise together. This is where your raid must split up appropriately. You will have to defeat both Romulo and Julianne together at the same time within a short time limit from one another, otherwise they will both respawn. This can be done with some coordination without too much trouble, however you must make sure that Julianne does not get any heals off at an inappropriate time during this portion of the fight. All interrupters should be focused on Julianne for the entire fight to make sure no heals are cast. You should get Julianne and Romulo to 15% apiece and then slowly dps them both down at the same time.

Tuesday, July 24, 2007

Maiden of Virtue


Trash Mobs:
Instead of hanging left up the stairs at the entrance, you will hang right after going up the stairs to get to Maiden. There are alternate routes to get to Moroes/Maiden, but this seems to be the most efficient since you are clearing some mobs used to go in both directions. The first several pulls will be the same groups of mobs that have been fought by reaching Moroes. Continue to clear non-elite mobs around the edges of the room to the right until you reach the door that has an usher guarding it. Step through the doorway and move up the flight of stairs where more non-elite groups are awaiting your raid. There are a few more patrols around here that will be needed for clearing on top of the non-elite groups before the raid will be able to progress safely beyond the next doorway on the right. As you clear down the hallway, make sure your raid hangs to the right wall so that you do not aggro a nearby room full of elites. One of the nearby room holds an item for part of the kara chain quest, but it is advised to get this on a subsequent trip to karazhan when the mobs have despawned due to Maiden's death.


After passing through this doorway there are a new set of mobs to contend with in a single hallway that leads to Maiden. The mobs consist of guards, casters and concubines. There are two patrols that should be taken out before the raid starts pulling groups of mobs, and both patrols will eventually make their way down to the raid if you wait at the end of the hall.


Guards
Difficulty: 2 elites, moderate damage.
Special Abilities: melee, summons hunter dogs.
Strategy: Shackle/cc one of the guards and keep an eye out for the wolves/dogs that spawn as you are fighting them. They hit for a considerable amount of damage to your cloth wearers but not to an extent where anyone should be killed before the beast is picked up. Switch dps over to the dog, take it down and then get back on the guards.


Casters
Difficulty: 1-3 elites, moderate damage.
Special Abilities: shadow bolts, corruption.
Strategy: Straight forward assault on the elite casters will be sufficient.


Concubines
Difficulty: 1 elite, moderate damage (banishable; demon)
Special Abilities: mass seduce; switch aggro.
Strategy: If you have a warlock in the raid, then it is simple enough to keep her banished for the fight until you are ready to pick her off, otherwise you could just as easily take her out as your first target. At some point when her health is around 20-30%, she will turn into a succubus and mass charm individuals around her. At this point in time she will most likely go after a ranged dps class.


Maiden of Virtue::


Do not approach the center of the room, where you will aggro Maiden. You can however move around the edges of this room in order to surround her, and this is what your raid should accomplish. There should be even spacing around her in a circle throughout the room, with priests/paladins spaced out somewhat evenly to dispell holy fires during the battle. Usually groups of 2 people in between pillars will work out just fine. The reason for this spacing is to reduce the damage of one of her attacks that will bounce to nearby party members.


Maiden will be tanked in the center of the room, right in the middle of that circle where she is currently awaiting your action. When the tank rushes in to confront her, the remainder of the raid will move in close enough to that center circle to receive heals and dispells from nearby allies. Casters and dps must be close enough to receive these and far enough away from her consecrates that she will cast on the ground. The consecrate will silence your for a short amount of time if you find yourself stuck inside of it.


Maiden will occassionally cast holy fire on a random party member in the raid, which must be dispelled immediately, since the dot on the holy fire ticks for an extreme amount of damage. One it is dispelled you should heal that party member back to full health.


It is customary for individuals to state that this fight cannot be done without a paladin due to another ability explained below but this is not the case at all. While the paladin will aid in this portion of the fight there are alternate ways to accommidate.
Once every thirty seconds or so, Maiden will use a mass repentance on the raid. This will stun anyone who is not taking damage for approximately 8 seconds or so. During this time the tank will not be receiving heals unless one of the healers can break free from the repentance.
1. If there is a paladin in the raid, they can keep a 'blessing of sacrifice' up on the main tank which will immediately break them free from the stun due to the tank being struck.
2. Another option is to have one of your healers step into the consecrate after 20 seconds or so while waiting for the repentance to go off, then immediately back out of the consecrate to keep heals going on your tank. NOTE: If by chance you miss the repentance your tank should be aware enough to back up a few steps from the circle towards your healer to awaken your sleeping/stunned healer(s).
Getting this repentance phase down is the key and then Maiden of Virtue will be another farmable boss within the instance.

How to video for reference:
Maiden of Virtue: How to fight.

Monday, July 23, 2007

Moroes


Trash Mobs:
Clearing to Moroes is not that difficult a task, although a few deaths here and there can be expected. Moroes is directly up the stairs to the right after you enter karazhan. The pulls start out with groups of non-elites. It is best to have a rogue/druid stealth up to the top of the stairs with assisst priviledges to mark all the elite patrols that wonder around the room. This will aid on when you decide to pull the next group of mobs and prevent chain pulling more than you need to deal with at any given point in time. You should take the nearest non-elite group of mobs to start out with in front of you and then pull elites out as they patrol around that newly cleared section. After enough mobs have been cleared to enter the room on the left where Moroes is located, the group should remain on the stairs and pull the first table out of that room to the group. After both sides of this table are pulled out, your group can maneuver behind that table in the next room for the remainder of the pulls.

Non-Elite Ghosts/Spectres
Difficulty: roughly 8-10 non-elite mob pulls; minimal damage.
Special Abilities: melee
Strategy: It is common for one of the tank to gather them up on top of a hunter's slowing trap, while casters use controlled aoe over the group. The hunter's trap paralyzed/slows the mobs that are on the tank so that the casters/healers have time to react to lost aggro. The caster's using controlled aoe, means that they do not dump blastwaves upon cones of cold upon pom flame strikes or anything of that nature. Slow, blizzard/rainOfFire spells finishing off with some instant aoe will be sufficient and cost less repair bills. Paladin BoP can be used to aid if desired.

Elite Ghost/Spectres
Difficulty: 1 elite; minimal damage.
Special Abilities: melee
Strategy: Tank and spank.

Skeleton Waiters
Difficulty: 1 elite; mediocre damage.
Special Abilities: fragile/broken bones. This causes the individuals armor to be broken or severely reduced. Fades after a matter of 30 seconds or so.
Strategy: Tank and spank, but remember to let the 'fragility' wear off if your tank has been afflicted.

Ushers
Difficulty: 1-2 Elites; massive damage.
Special Abilities: susceptability. This causes your tank to receive damage at an incredible rate, which will require spam healing to keep them alive.
Strategy: When you have multiple waiters to deal with, you should have one healer on an offtank and the remaining heals on the tank who will be taking down the first mob. The ushers
tend to hit very hard when their health drops around 35%. This is when they apply a debuff to the tank and take chunks out of his life ranging from 50-75% of a health bar in the span of a single second. Once one is down, continue with the heals on the offtank and take down the second one.


Moroes::


Moroes comes with four undead elite adds. The adds vary each time that you encounter Moroes from week to week. They consist of variations from the following classes: Warrior, Paladin, Priest. You can tell them apart by the weapons that they carry and their looks. ArmsFury Wars and Ret Pallys carry 2Handers, while their counterparts carry a sword and shield. Similarly, you can tell the priests apart by the holding of Benediction or Anethema.


There are 2 strategies for attacking this fight, which depends on class and capabilities as a group, but either is a capable choice.


Strategy 1: If you have at least 2 priests, then it is recommended to shackle 2 dispelling classes (paladin/priest), while the group destroys the other 2 adds before Moroes is attacked. While this quickens the fight to guarentee that Moroes goes down faster, the priests must be paying close attention to their shackles so not to let one loose that might hinder/kill off a few party members.


Strategy 2: If you think that you have enough dps/healing, then you can kill off all four adds before going on to kill Moroes. The downside to this strategy is that it will require more healing due to the additional garrotes and significant damage that Moroes himself will be dealing, as described below. The benefit is that your priests will have less to worry about in the long run.


Regardless of which strategy you decide to partake in, the approach is the same. Multiple tanks will be necessary on Moroes. Moroes has two aggro lists that he switches back and forth to, which must be your tank/offtank. This is due to his gouges and blinds performed on the tank from time to time. This requires the raid to handle the adds on their own without a tank. The most logical solution to this approach is to kite the mobs around while dpsing them. Very easily done with a powerful frost mage.


It is best to take down a holy priest as a first target if one is available since they go down fast and an accidental break in a shackle with a heal, would be devastating. Shadow priests on the other hand should always be a target left as a shackle if it can be helped since a single mana burn will empty one of your healers/casters mana pool entirely.


Once your 2 adds are down, or 4 in the other similar strategy, the fight will be on Moroes. Moroes has several abilities that he performs along the way, two of which are mentioned above; gouge and blind. Every thirty seconds or so, Moroes will vanish from the raid and randomly garrote someone in the raid before returning to the tank. This garrote can last up to "five minutes" (basically the length of the fight), with the only thing removable for it is a paladin BoP which you should reserve for a tank(when Moroes vanishes) or a healer. The longer the fight, the more garrotes you'll have to endure. To counteract the garrotes priests and druids should place heal over times on these targets. Whenever their hots expire, reapply them. The priests prayer of mending is also a favorite choice later in the fight, since it will easily use all 5 charges hopping back and forth to nearby garroted allies.


If you finish off Moroes remember you might still have 2 adds to contend with so the fight is not entirely over.


How to video for reference:


Moroes: How to fight.

Friday, July 20, 2007

Attumen/Midnight

Trash Mobs::
Clearing to Attumen requires minimal effort for an unexperienced raid. The mob pulls are progressively harder as you get closer to Midnight/Attumen. The pulls start out by ranging from a single elite to a pull of 5 elites. The elites are undead, so having 2 priests and a hunter makes for an easy/smooth progression. The elite mobs do not hit that hard however, so it is entirely possible to tank a couple of them if the cc is not there. After defeating Attumen, there is another group of 5 mobs to pull to reach one of the first quest goals in karazhan and a blacksmith where you can repair at once the reputation of honored is reached with the violet eye. This group is also usually destroyed after Attumen has been taken out for easy repairs later.

Difficulty: 1 elite -> 5 elites
SpecialAbilities: Spectral Chargers - charge ability(who would have guessed), followed by an aoe fear.

Attumen/Midnight::

The attumen fight consists of three phases, if you even want to call them that. The first phase involves only Midnight. There will be a need for two tank within this fight, as only having one would require some heavy tanking and healing for your raid (extremely more difficult than if you had 2).

Phase 1: The offtank should be ready to engage Midnight to start the battle off. This is usually a druid or paladin tank on this target if there is only 1 warrior available. The warrior's disarm will be beneficial to tank Attumen when he arrives to lower the amount of healing necessary to keep him up during the fight. This portion of the fight is straight forward and does not last long.

Phase 2: When Midnight reaches 95% health, Attumen will spawn and must be immediately picked up and dragged away from the raid members. If possible, keep Attumen disarmed at all times when you can as it will greatly reduce the damage done and lighten the healers load. Attumen is kept away from th raid due to his constant cleaves that he swings around him as he is being tanked. All dps will remain on Midnight. It is best to dedicate healers to the appropriate tanks and only cross heal if deemed necessary.

Phase 3: When Midnight reaches 35-45% health, Attumen will mount Midnight in this phase and there will be a single target to fight which will reset the health bar of the mobs to 100% health again. One of the mistakes often made is not letting the tanks to gain aggro before unleashing your dps again, since the threat has been reset once again. In order to keep the melee classes safe from Attumen's cleaves, they should be standing behind Attumen while they are assaulting him. Attumen is relatively straight forward in this portion with one exception. At some points in the phase he will randomly charge and swing at a random party member who is usually the farthest from Attumen at the time. It is best that this is a mail user such as a shaman or hunter to miminize a single killing blow on a raid member. Do no chase after Attumen when he charges, it will do you no good and possibly mess up your melee formation. He will immediately return to the tank where the fight had been taking place. Heal the individual who had been charged and continue with the fight until Attumen falls.

How to video for reference:
Attumen: How to Fight