Wednesday, 2 April 2008

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.

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