Monday, 21 April 2008

Useful Macro's

This is intended to be completed as we gather the most useful macro's for each Class. If you have a macro you couldn't live without, send it in an email to the Guilds email address.

Warlock:

Banish - Focus Demon/Elemental, click to Banish, change focus to main target, reapply Banish without having to change your focus.

#showtooltip Banish
/focus [modifier:alt] Focus; [target=focus,exists,nodead] Focus; [harm]
/cast [modifier:alt] Banish; [target=focus] Banish

Seduction - Same condition as Banish

#showtooltip Seduction
/clearfocus [modifier:alt]
/focus [target=focus,noexists]; [target=focus,dead]
/clearfocus [modifier:alt]
/clearfocus [target=focus,help]
/petstay
/petfollow
/stopcasting
/cast [target=focus,exists,harm] Seduction; Seduction

Fear - As above

#showtooltip Fear
/clearfocus [modifier:alt]
/focus [modifier:alt] Focus; [target=focus,exists,nodead] Focus; [harm]
/cast [modifier:alt] Fear; [target=focus] Fear

Wednesday, 2 April 2008

Karazhan - Prince Malchezaar

Prince Malchezaar is the current ruler of Karazhan, however little else is known about him except that he is a Man'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.

Attacks and Abilities

  • Summon Infernal - 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.
  • Enfeeble - 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 health 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 health.
  • Shadow Nova - 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 DPS, 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.
  • Shadow Word: Pain - Cast periodically on a raid member (generally hits the Main Tank (MT)). Can be dispelled. Cannot be reflected. 1500 shadow damage per tick.
  • Thrash - 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.
  • Cleave - During phase 2, Machezaar will use a melee range cleave.
  • Flying Axes - 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.
  • Amplify Damage - Cast on a random raid member, in the last phase of the fight which increases all damage taken by 100% for 10 seconds.

Phases

  • Phase 1 - Casts Enfeeble, Shadow Word: Pain, Shadow Nova, and summon infernals.
  • Phase 2 - Malchezaar switches to duel wield which does significantly more damage. He also sunders the main tank and cleaves. No longer casts Shadow Word: Pain.
  • Phase 3 - 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 Amplify Damage and no longer cast Infeeble.

General Tips

  • 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.
  • Malchezaar cannot use Enfeeble on the highest target on his threat list. However, since aggro is not pulled until 110% of the MT'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.
  • 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're lost to a stray axe hit or enfeeble.
  • Trolls should take full advantage of the Berserking racial during an enfeeble, as being at 1 Hit Point (HP) will always grant you the maximum haste effect.
  • Priests should refrain from using Shadow Word: Death during the fight at any point, as lag or the delay in the reflect damage can come back as an instant death if Malchezaar casts enfeeble immediately after your Shadow Word: Death.

Karazhan - Nightbane

Nightbane is a summonable boss found in Karazhan. He is an undead dragon, transformed from the dragon known as Arcanagos, formerly of the Blue Dragonflight. While he is not the ruler of Karazhan — a position seemingly held by Prince Malchezaar — many consider Nightbane to be the true final boss of the tower.

To summon Nightbane, one member of the raid needs to have done the quest line beginning with Medivh's Journal and ending with Nightbane. This means that the Shattered Halls and Sethekk Halls instances must be partially completed in heroic mode in order to obtain the [Blackened Urn], which is used to summon Nightbane. Note that the Urn can be used multiple times.

Special Abilities

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 Onyxia. At 75%, 50%, and 25% health, he will enter phase two and take to the sky, during which time the raid's attention will be focused elsewhere. Phase two lasts approximately 45 to 60 seconds.Ground Abilities
  • Bellowing Roar - Typical dragon fear; it has a 30-second cooldown. He casts this from time to time.
  • Bone Shards - Don't get too close!
  • Cleave - Typical dragon cleave, frontal arc. Hits for approximately 6,000 on plate; 11,000 on cloth.
  • Charred Earth - Similar to a fire-based Void Zone.
  • Distracting Ash - Reduces the range of spells and abilities by 50%. Can be dispelled.
  • Smoldering Breath - 3700 to 4300 direct damage, plus 1688 to 1912 damage every 3 seconds.
  • Tail Sweep - 450 direct damage, plus 2250 damage over time.
Air Abilities
While in the air, Nightbane is not immune to damage. However, the raid may wish to (read: should definitely) kill off the Restless Skeletons which spawn due to Rain of Bones, which is casted upon one random player or pet. Restless Skeletons hit for approximately 400 damage to plate armor, and have roughly 17,000 to 18,000 health points.

Nightbane also possesses the powerful Smoking Blast, 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.

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 "takes in a deep breath". A way to deal with this is to have a Paladin chain cast heals with Righteous Fury 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.

There is yet another ability that Nightbane uses, primarily to prevent exploitation: Fireball Barrage. 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.

The Ground Battle
Nightbane should be tanked midway down the terrace in such a place that there is a reasonable amount of space on either side of him. Tanks should consider picking a visible landmark to hold him there the entire fight, such as a lone skull lying on the ground. Splitting up the parties and sending Group 1 to the north side and Group 2 to the south side is a viable strategy. However, some raids have experienced better results keeping both groups on the same side, with Group 1 clustered near the dome, and with Group 2 clustered near the battlements. In either case, healers and ranged combatants should remain at max distance in order to avoid the occasional fear.

Healing in the first phase isn't particularly difficult, and the fight resembles a simple tank-and-spank. However, Nightbane has a lot of burst potential when his melee is combined with Cleave and Smoldering Breath. This means that healers need to be somewhat awake, even though they will have the opportunity to regenerate their mana outside of the five second rule quite often. The tank should stance dance whenever the ground begins to shake in order to avoid the fear. Fear Ward and Will of the Forsaken are viable alternatives. For the tank to be feared once during the encounter is usually recoverable for the raid; however, anything more will often end the attempt at Nightbane prematurely.

With exception to the fear, the only ability which might prove problematic is Charred Earth. Assuming Charred Earth appears underneath Group 1, Group 1 should briefly shift over to Group 2'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 forward to remain in range of the tank and the boss. Consequently, both groups will be closer to the boss and as a result be vulnerable to the fear. The tank must be ready to take whatever preventative measures are necessary should the raid's healers suddenly find themselves incapacitated.To the Sky!
Once Nightbane takes to the sky, all healers and ranged need to collapse to where the main tank is standing in order to avoid Fireball Barrage. The player afflicted by Rain of Bones must immediately move away from the rest of the group to avoid spreading the AoE damage. Skeletons should be single target DPSed, and Blessing of Protection should be liberally dispensed in order to keep the cloth-wearing classes alive.Landing
Watch your head: Position your raid so that the tank can pick him up easily and a hunter can misdirect Nightbane onto the tank. Keep your healers and casters at max range for the landing.

Ten seconds before the boss lands, all members of the raid should fall back to their stage 1 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 stance dance to avoid the initial fear.DPS Nightbane down through two more transitions and the fight should be won. If not... consider the raid in trouble.

Karazhan - Netherspite

Netherspite is a powerful nether dragon and one of the last bosses found in Karazhan.

Attacks and Abilities

Netherspite has two repeating phases, which are called the portal phase, which will last for 60 seconds, and the banish phase, which will last for approximately 30 seconds. During both phases, Netherspite will use the following abilities:

Nether Burn - Nether Burn is an aura type spell that deals 1200 Shadow damage every 5 sec, affected by line of sight. Not much can be done against this ability, but to heal through it.
Void Zone - Opens a massive void portal that lasts for 6 seconds, inflicting 500-700 Shadow damage every 2 seconds to all enemies in the selected area. It is similar to the void zones found in the Four Horsemen fight of Naxxramas, or Zereketh the Unbound in Arcatraz. Simply move out of the affected area as soon as possible.

Netherspite will enrage if the raid does not kill him within 9 minutes; this occurs at the end of the 6th banish. Enrage increases Netherspite's physical and magical damage by 400%. Therefore, the raid has less than 10 seconds before Nether Burn kills off the entire raid.

Portal Phase Details

The Portal Phase lasts 60 seconds. Each time this phase begins, three portals will immediately spawn. After approximately 10 seconds, these portals will begin emitting a beam of one color. The three different Nether Beam targeting Netherspite are produced simultaneously from three nether portals placed semi-randomly in the room. The beams will hit Netherspite or the first player standing between him and the portal. The beam effects stack each second (up to 50), and there are 3 colors (see below).

The portals will spawn at the same locations every time, however, it is possible that they will change color after each banish phase. In effect, what might be green in the first portal phase might be red in the second. They do not have to change color; they merely can.

Once a buff "ticks out" (player leaves the beam long enough to lose the debuff - 8-20 sec, or uses a shield to dispel it), another debuff is applied to the player called Nether Exhaustion, which prevents him from intercepting that color beam for the next 90 sec, thus a rotation for each of the beams is required. A listing of the beams' abilities follows:Perseverance
Perseverance is the red beam commonly referred to as the "Tank beam". Perseverance lasts for 20 seconds after the player leaves the beam. Should it hit Netherspite, damage dealt to him will be reduced by 1% per tick. Should it hit the player, the following will occur:
  • Netherspite will aggro you. Guaranteed.
  • Damage taken is reduced by 1% per tick.
  • Defense rating is increased by 5 per tick.
  • Health is modified - the first application adds 31,000 to the player's maximum health, with additional stacks reducing maximum health by 1000 per stack.
A relevant note for this beam is that every time the portal phase begins, Netherspite deals twice his normal damage, making Perseverance required to begin tanking Netherspite after the banish phase.Serenity
Serenity is the green beam commonly referred to as the "Healer beam". Serenity lasts for 10 seconds after the player leaves the beam. Should it hit Netherspite, it will heal the dragon for 4,000 health per tick. This stacks to 8,000, then 12,000, and so forth. It is very crucial to not to allow Netherspite to be hit by this beam. Should the beam strike the player, the following will occur:
  • Healing done is increased by 5% per tick.
  • Spell cost reduced by 1% per tick.
  • Maximum mana reduced by 200. Stacks up until your total mana pool reaches 0.
Dominance
Dominance is the blue beam commonly referred to as the "DPS beam". Dominance lasts for for 8 seconds after the player leaves the beam. Should it hit Netherspite, his damage will increase by 1% per tick. Should it hit the player, the following will occur:
  • Damage dealt is increased by 5% per tick.
  • Healing received reduced by 1%.
  • Damage taken by spells is increased by 8%, which includes the AoE Shadow aura which Netherspite has.
A pertinent note is that the blue beam will only appear behind or to the right when entering the room, and never on the left. After 60 seconds of this phase, Netherspite will "banish" himself.

Banish Phase Details

This phase of the fight will last for approximately 30 seconds. While Netherspite is banished, he will mostly remain stationary, while also remaining vulnerable to damage. However, he still has the ability to melee players who come too close for his comfort. Netherspite will random fire a Netherbreath, which will usually hit 4 people in the raid. It also has a small knockback.

After 30 seconds, Netherspite will unbanish and begin attacking the person with the highest aggro, or whomever is in the red beam. Note that the banish phase can last a few seconds longer than 30 seconds if he's in the process of casting Netherbreath.

Karazhan - Shade of Aran

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's tower is unknown.

Aran is located in the Guardian'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't have a standard aggro list, and if he is pulled away from the center of his arena he'll run right back.

Spells and Abilities

All of Aran's basic spells are semi-randomly targeted and none of them can be outranged - however, they can be interrupted. He is intelligent and will keep nuking a target that's low on health. He is also immune to Casting Speed-increasing debuffs.
  • Frostbolt - 3 second cast, about 4400 frost damage, also causes a slowing effect if it hits a player.
  • Fireball - 3 second cast, about 4400 fire damage.
  • Arcane Missiles - 5 second channeled, 1500 arcane damage each (7500 total).
  • Chains of Ice - 10 second root, does not break on damage. Most regular root breaking abilities like Vanish also work. Aran will cast this on totems. Dispellable
  • Conflagration - Deals 5000 fire damage over 6 seconds to the affected player and up to 3 nearby players. Affected players are disoriented and cannot use any spells or abilities. Cannot be dispelled.
  • Counterspell - 10 yard radius area effect around Aran, occurs very often. Any caster in range is quickly rendered useless. Note that this will only interrupt, it doesn't silence, so casters can still use instant spells. People are free to stand next to Aran as long as they are not actively casting any spells.
  • Melee - Aran has a weak melee attack that he will only use if all 3 spell trees (Fire/Frost/Arcane) are locked out by silencing abilities.

Special Abilities

Every 30-35 seconds, Aran uses one of three special abilities: Arcane Explosion, Flame Wreath, or Blizzard. He never seems to use the same ability twice in a row. These special abilities cannot be interrupted or locked out by interrupt or silence abilities. For example, if you lock out a fireball he can still use flame wreath.

Flame Wreath - 5 second uninterruptible cast. Targets 3 random people in the raid. If there is no one close to them, nothing happens. If there are any other players near the target, it creates a circle of fire on the ground for 15 seconds. Anyone who crosses the flame wreath will trigger a 3-4k explosion that hits everyone in the room. It is important that everyone in the raid hold still as his flame wreath finishes casting, even if standing in a blizzard. Players who are moving when he finishes casting may step across a wreath before it becomes visible on screen.

Circular Blizzard - 1700 damage per second, large area of effect that moves slowly clockwise 360 degrees around the edge of his arena. The blizzard has a large area of effect and it covers one side of the room. You will still be hit by the blizzard if you are in melee range. If you get caught in the blizzard run counterclockwise through it, you will take less damage than attempting to outrun it.

Massive Magnetic Pull & Arcane Explosion - Pulls everyone to the center of the room, slows everyone and starts a 10 second uninterruptible cast. The arcane explosion deals 9,000-11,000 damage in a 20 yard radius. Note that the room is only 45 yards in diameter, 22.5 yards in radius. If you start running as soon as you're pulled, you can avoid the explosion even while slowed. Most spells and items that remove snares or boost run speed can be used to aid escaping the explosion.

Water Elementals - At 40% health, Nielas Aran summons 4 elite Water Elementals. They have about 30,000 health and will despawn after 90 seconds. They shoot a constant stream of frostbolts for about 1000-2000 damage. They can be banished and feared. Frost resistance gear may be desired to aid in tanking these elements.

Note: If the water elementals are ignored they will target healers first, due to healing aggro.

Enrage - When Aran gets down to 20% mana or less he will emote ("Give an old man some time for a refreshing drink"), polymorph the entire raid, Conjure Water, and start drinking. After he drinks for 10 seconds he will start casting an area effect Pyroblast. If Aran is interrupted while drinking, he will simply use a potion and cast Pyroblast. The blast does about 7000-7500 damage. Due to the polymorph, all players should be near full health. If you wipe after the enrage he will not polymorph again, he will simply drink a potion and continue fighting.

Shadows of Aran - If you don't kill him in 15 minutes he will call Shadows of Aran and cause a wipe.

Karazhan - Terestian Illhoof

Terestian Illhoof is an optional Satyr boss, located in The Repository in Karazhan's Library wing. He starts off with his minion, Kil'rek, and will summon more imps as the fight goes on.

Abilities

Terestian
  • Melee: Hits for roughly 6,500 on cloth.
  • Shadow Bolt: Terestian fires a shadowbolt at the target with the most amount of threat.
  • Sacrifice: 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 chains 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 health.
  • Berserk: After 10 minutes, Terestian goes into a rage, and begins to spam shadowbolts that hit for 7,000 damage on the entire raid.
Kil'rek
  • Melee: Hits for roughly 2,000 on cloth.
  • Amplify Flames: An undispellable debuff that Kil'rek will place on the target highest on his threat list.
  • Broken Pact: A debuff placed on Terestian upon Kil'rek's death. It causes Terestian to take 25% more damage.
Summoned Imps
  • Melee: Roughly 400. Typically used if the target is immune to fire damage, or in close proximity.
  • Firebolt: Inflicts 150 fire damage. Will inflict 650 damage if Amplify Flames is on the target. Has a very fast cast time.

General Tips

  • Assign a Warlock or Mage to AoE the summoned imps. Warlocks are especially effect, due to Seed of Corruption, which should be spammed on Terestian continiously during the fight.
  • If your raid uses a Mage to AoE the imps, bear in mind that both Fire Ward and Dampen Magic work well. Coupled with a Shaman's Fire Resistance Totem or a Paladin's Fire Resistance Aura, it can reduce the damage taken by a good deal.
  • It is also recommended that whoever is in charge of AoE have decent fire resistance (200+) to help mitigate the damage that they will take from the imps.
  • If two tanks are used for the fight, make sure the MT tanks Terestian inside the AoE, so that he takes additional damage while the imps are being killed.

Dealing with Sacrifice

  • At least one healer should be assigned with healing whoever is chosen to be sacrificed.
  • A Paladin would be especially useful for healing duty, since their Divine Protection allows them to bubble out of the sacrifice.
  • A useful macro for switching to the chains is /target Demon Chains, or /tar Demon. This macro will allow you to switch targets quickly.

Karazhan - Chess Event

The Dust Covered Chest spawns in the Gamesman's Hall upon successfully defeating Medivh in Karazhan's chess event. Speaking to the Echo of Medivh begins the event, and each raid member can take control of a different piece and begin the match. The pieces resemble combatants of Azeroth's First War and players fight to defeat the opposing faction's leader, Warchief Blackhand or King Llane, in this event loosely based on the game of chess.

Karazhan - The Curator

The Curator is an Arcane Guardian boss in the Menagerie in Karazhan. It is considered to be the mid-point of Karazhan as this is the lowest-difficulty boss that drops Tier 4 Raid Set hand piece tokens.

Abilities

  • Summon Astral Flare - The Curator will spawn one Astral Flare every 10 seconds. This ability costs 10% of the Curator'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.
  • Hateful Bolt - 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.
  • Evocation - 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 "prime" targets for Hateful Bolts is reset at this time.
  • Enrage - 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.
  • Berserk - If the Curator is not killed within 12 minutes, it will go berserk and end your raid quickly.

Strategy

The main tank will position the Curator in the center of the room, between the first pair of pillars. The Hateful Bolt Tank should use a suit of gear that includes at least 200 arcane resistance and will continue to attack the Curator throughout the fight to maintain second position in threat, not surpassing the tank but staying above the other players. Positioning for the other players depends on your individual raid setup. Melee-heavy groups may want to bunch up to kill the flares as quickly as possible, while caster/ranged-heavy groups may want to spread out as far as possible and attack from safe distance. Find what works best for your raid. After the Curator has nearly expended its mana, it will summon one final flare and begin channeling evocation. The raid will need to finish off the last flare and immediately focus all DPS on the Curator, as it will be taking 200% increased damage during this time. The fight will resume as it was earlier at the end of the evocation. After hitting 15%, the Curator will enrage, halting the summoning of flares and increasing melee damage output a great deal. This is the time for the tank to use Shield Wall or any other cooldowns available to stave off the additional damage.

General Tips

  • The Curator and Astral Flares are immune to all arcane damage.
  • The Curator is also immune to all mana-draining abilities and spells.
  • The Hateful Bolt tank should be kept at full health, as the target for Hateful Bolt will change if the current Hateful Bolt target drops too low.

Class-specific Tips

  • 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.
  • 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've sustained damage from flares.
  • Shamans can maximize raid damage with a Bloodlust (or Heroism) timed several seconds before 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.
  • Warlocks - 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.
  • Mages - Save damage cooldowns for evocation. As a caster, the flares can prove to be annoying with spell interruption, and you'll miss out on a load of damage you could be applying to the curator when it's taking 200% extra damage.

Karazhan - Opera Event

Barnes is the Stage Manager of Karazhan. You can start the Opera Event by talking to him if you have already killed Moroes.

Karazhan - Maiden of Virtue

Maiden of Virtue is a titanlike construct in The Guest Chambers. She bears a modeling resemblance to Ironaya of Uldaman. She is ironically put behind the rooms full of ladies of the night.

Abilities

She hits relatively hard and fast, and is immune to taunt effects.
  • Holy Fire: 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.
  • Holy Wrath: 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.
  • Repentance: 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.
  • Holy Ground: 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

General Tips

The raid should spread out to mitigate the effect of Holy Wrath. Paladins can cast Blessing of Sacrifice on the tank to break out of Repentance early by the damage sharing. Warriors can use Berserker Rage on Repentance and Spell Reflection on Holy Fire. Also, Shamans can keep a Grounding Totem down. These will consume the holy fire spell making this event much easier. With 2 shamans continually keeping grounding totems down you can completely remove the holy fire debuff from this fight.

Karazhan - Moroes

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.

History

In "The Last Guardian," Moroes was described as Medivh's castellan. He was an oddly thin man, ghostly in appearance, who wore horse blinders over his eyes in order to escape the wandering visions that plagued Medivh's tower. He described to Khadgar, who had traveled from Dalaran to serve as Medivh's apprentice, how he had seen a vision of him breaking one of Cook'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 in the final stages of his madness, and is now buried beside his master and Cook outside of Karazhan.

Moroes has apparently been resurrected by the new master of Karazhan, and is one of the first bosses encountered by adventurers. He seems to have retained much of his living personality.

Abilities

  • Basic melee: 1600-2500 damage on plate wearers.
  • Vanish: Vanishes, does not reset aggro.
  • Garrote: After reappearing from vanish he will immediately garrote someone, dealing 1000 damage every 3 seconds for five minutes, a total of 100k damage. Can be removed by Divine Shield, Blessing of Protection, Ice Block, and Stoneform.
  • Blind: A poison that occasionally blinds a target in melee range, causing them to wander. Dispellable. If one tank is gouged and the other tank is blinded, Moroes will run rampant on the group.
  • Gouge: Gouges the person with the highest threat, incapacitating them for a few seconds. Moroes will then attack the person with the second highest threat.
  • Enrage: When Moroes' health reaches 30% he will enrage.

Additional Mobs

Moroes will have four different mobs at his side in every instance. These mobs are easily crowd controlled by using Shackle Undead, Turn Evil, and Freezing Trap. The four mobs are randomly selected. See the box "Moroes' Dinner Guests" at the top right for more information on the possible adds.

Karazhan - Attumen the Huntsman & Midnight

Attumen the Huntsman is the first boss in Karazhan, commonly seen as a gear check before allowing progression. He is summoned next to his mount, Midnight, when it is at 95% health.

Abilities

Attumen is immune to both taunt and bleed effects. All abilities are available to him when both mounted and unmounted except for Berserker Charge, which is available only after he has mounted Midnight.
  • Melee: 1.6k - 2.1k on tank, 8k on cloth. Disarming is recommended.
  • Shadow Cleave: Cleave attack for around 4k.
  • Intangible Presence: Casts every 30 seconds a wide-area curse that reduces chance to hit with melee attacks, ranged attacks and spells by 50%. Dispellable.
  • Mount: When Attumen or Midnight is at 25%, he will mount Midnight. This will heal Attumen to the same health as Midnight if he is lower, as well as reset all aggro. Attumen and Midnight must be in line of sight (LoS) to use this ability. If they are not in LoS, Attumen will despawn and the encounter will have to be reset.
  • Berserker Charge: After Attumen is mounted, he periodically does a charge on a chosen target. This does over 6k on cloth, and causes a knockdown effect.
Note: Some sources suggest, that the targetting for the charge is either random, nearest non-melee target or furthest non-melee target and is seemingly not decided by aggro. Until this is clarified, it's not a bad idea to keep your off-tank out of melee to absord the charges.

Midnight is the first boss in Karazhan and is Attumen the Huntsman's personal mount. It is thought that Midnight is one of (if not the) fastest and strongest horse in existence.

Once you enter Karazhan, the stables are straight ahead and a bit to the left. Midnight initially she is a yellow mob and will not attack the group until she is engaged.

Abilities

  • Midnight's only real ability is her damage. She will hit a decently geared Warrior for roughly 1,800 damage.
  • Midnight is also immune to both Taunt and bleed effects.

General Tips

In order to get to Midnight, you will need to clear all of the mobs before her. Keep an eye on the clock, though, since once the first pull is made, a 25 minute countdown begins, after which the stable will begin to respawn. If there are any mobs alive when Midnight is engaged, they will rush to her assistance and begin to attack the party. If your group cannot make it by the end of the timeline, it is suggested that you run back to the entrance to the stable and begin again.

Midnight starts out in the center of her stable. Since she is a neutral mob, she will not attack until she is engaged. The common strategy is to have the off-tank tank Midnight near the cart. The tank will need approximately 7,000 threat before DPS begins. Once Midnight reachs 95%, Attumen will spawn and immediately rush to the party. The main tank will have little to no time to pick him up, so it is recommended that as soon as the main tank see's Attumen spawn, that he use Thunderclap to gain some early threat. Once the main tank has aggro on Attumen, he will want to kite Attumen away from the off-tank to avoid the the rest of the melee from being hit by Attumen's Cleave.

DPS should then make a choice. Either have everyone focus on Midnight, or everyone focus on Attumen. Once either target reaches 25%, Attumen mounts Midnight, aggro is wiped, and their HP is restored to whichever target had more. Allow the main tank to pick up Attumen, and begin DPS once again.

Karazhan - The Servants Quarters - Rokad the Ravager

Rokad the Ravager is a named elite darkhound in the Servant's Quarters in Karazhan.

Strategy

While Rokad does relatively strong melee damage to the tank, this encounter is essentially a "tank 'n' spank" fight, with no special spells or abilities to be concerned about, just DPS him down and heal as needed.

A warlock can use Enslave Demon or Banish to control the two dogs that aggro with him. They have a cleave that can hit for 2,000 - 3,000 and crit for over 7,000. If enslaved and used against the boss, they can actually pull aggro away from the main tank.

Note
Killing any of the bosses in the Servant's Quarters will not save a raid ID to that version of the instance. This is intended to help new raiders get a feel for working together, as well as provide early loot and reputation with the Violet Eye.

Tuesday, 1 April 2008

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