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Excerpts
of the Karazhan Report; by Fohklore

Karazhan is located on the Eastern Kingdoms continent in the southern Deadwind Pass region. No one knows who built Karazhan, though there are many rumors and legends, I have not found solid evidence to indicate it's original designer. The infamous Medivh, Last Guardian of Tirisfal, was the last know inhabitant of Karazhan. He lived with Moroes, his butler, Cook, his cook and his apprentice Khadgar. At one time, Garona Halforcen also resided there.
Many visitors have been to Karazhan though to venture there was likely to invite the curse of the tower upon you. Many noble residents of Darkshire went to Karazhan and have never returned. Recently the members of the Violet Eye ventured into Karazhan but they have also not been heard from for some time. It is likely they are falling under the curse of the tower as well.
From what I understand, this curse is a curse of the undead, not too unlike the plague of the Scourge. Since the death of Medivh, those inhabiting and visiting Karazhan have become ghosts, forever doomed to haunt the halls of the great tower and the surrounding town.
Some adventurers of late have managed to enter the tower and survived to give me witness to what lies inside Karazhan. They tell tales of a Huntsman with black and firey steed. They speak of the ghost of Moroes, finally driven to madness by the horrors he had seen in the tower. The Opera House, filled to capacity with ghostly guests awaiting a grand performance. The guest chambers which are watched over by a Maiden of Virtue who resembles some of the ancient beings found in the excavation of Uldaman.
Explorers who managed to get beyond the Opera House speak of a great blue dragon, cursed by Medivh to become a firey demon. They also speak of a giant mechanical menace which identified itself as a 'Curator'. I would have liked to have seen such a marvel but unfortunately they had to destroy it because it did not recognize them as 'guests' of the tower.
Beyond the Curator, is the great library, a place I paid dearly to visit, once the adventurers had cleared the way. Books were everywhere on every possible subject! At the top of the library we encountered a ghost who attacked us immediately. He claimed to be the father of Medivh, Aran. The poor soul had gone mad from the madness inflicting his son. I opted to stay in the library and study the books while the adventurers pressed onward. They returned with word of a Satyr they discovered hidden in a secret room behind a bookshelf and a great netherdrake in the Observatory and still further they found a giant chess board and discovered an 'echo' of Medivh who desired to play Chess with them. When they agreed and won the match, the entire tower shook and the doors beyond the chess room broke open.
The hearty adventurers made their way to the very top of the tower of Karazhan and discovered there a Demon of great strength and power. They fought valiantly and slayed the demon who called himself the Prince of Karazhan. Doing this apparently broke some hold on the spirits of Karazhan because after the fiend was killed, the ghosts and other inhabitants of Karazhan began to disappear. Within barely a half hour, they were all gone.
Fohklore
of the Darnassian Society of Knowledge Preservation
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This
section contains spoilers. If you want to figure it out on your
own, read no further.
Karazhan Boss Encounters by Rill
The decrepit tower of Karazhan once housed one of the greatest powers Azeroth has ever known: the sorcerer Medivh. Since his death, a terrible curse has pervaded the tower and the surrounding lands. The spirits of nobles from nearby Darkshire reportedly walk its halls, suffering a fate worse than death for their curiosity. More dangerous spirits wait within Medivh's study, for it was there that he summoned demonic entities to do his bidding. However, the brave and foolish are still relentlessly drawn to Karazhan, tempted by rumors of unspeakable secrets and powerful treasures. Forge a group of ten stalwart heroes, and journey to the tower in Deadwind Pass — but be warned that only those who have achieved level 70 should dare enter.
Attunmen the Huntsman & Midnight

Abilities
Attumen
- Basic Melee: 1.6k - 2.1k on tank, 8k on cloth. He can, and should, be disarmed. Immune to taunt.
- Shadow Cleave: Cleave attack for around 4k.
- AoE Curse: Casts every 30 seconds a wide-area curse that reduces chance to hit with melee and ranged attacks and spells by 50%. Can be removed by mages and druids.
- Mount Up: When he or Midnight is at 25% he will mount up.
- Charge: After Attumen is mounted, he periodically does a charge. This does over 6k on cloth, and causes a knockdown. Note this charge has a minimum range, so it can be avoided by standing close enough to him (watch the cleave though).
Midnight
- Basic Melee: Around 1.8 k damage
- Attumen and Midnight are both immune to taunt and bleed effects.
Strategy
- Midnight(M) 100% - Off-tank engages Midnight right where he is standing and establishes aggro quickly. DPS ON (M).
- (M) 95% - Attumen(A) appears. Main-tank engages, use Disarm to reduce Attumen’s damage. Hunter use Misdirection to help Main-tank establish aggro quickly. Tank off to the side of Midnight a little bit so OT and Melee don’t get hit with Cleave. DPS ON (M).
- (M) 30% - DPS OFF (M). DPS ON (A).
- (A) 25% - DPS OFF. Attumen mounts Midnight. Main-tank engages Attumen.
- Hunter use Misdirection again to help establish aggro. DPS ON (A).
Positioning

Rolls
Tanking
- Warriors – Warrior should be the MT for Attumen because of the ability to Disarm and block when Disarm is not available yet. Use Shield Wall when Attumen mounts so healers do not pull aggro right away. Always tank Attumen away from Midnight (before 25%) and facing away from the rest of the raid. If tanking Midnight, do not use cleave or thunderclap as you may get Attumen’s aggro at 95%.
- Druids – If tanking Midnight, do not use swipe as you may get aggro from Attumen when he appears at 95%. If tanking Attumen, always tank him away from Midnight (before 25%) and facing away from the rest of the raid.
- Paladins – If tanking Attumen, when he appears, use exorcism to establish aggro quickly. Do not use shield throw or holy wrath because you may pull aggro from the OT on Midnight. If tanking Midnight, use Holy Wrath and/or shield throw before 95% but not after. Use exorcism to help establish and keep aggro.
Healing
- Priests - Priests should always be put on the Paladin tank if you have one because of the ability to shield. Paladins do not require rage so a shield is beneficial to help damage mitigation. If you do not have a paladin tank, a priest on either tank works well. Keep HoTs on both tanks. Use prayer of mending on the tanks. If positioned correctly, the mending will bounce off both tanks and not be wasted. Before 95% keep a shield on all the healers just in case the MT can’t pick up aggro on Attumen quick enough. A shield will help you survive the first few seconds.
- Druids – Druids work really well as the third healer because of their HoTs. If this is the position a druid is in, the druid should be in the tank’s group for the tree form healing buff. Keeping HoTs on both tanks will keep them well healed. After 25% it will be your job to heal people who get hit with charge. If a druid is a main healer they should not be in tree form due to the need to cast bigger heals. Keep your HoTs on both tanks if you can spare the seconds.
- Paladins – Forget the rest of the raid unless you are in the raid healer position. Focus all your healing towards your tank. Holy Light should be used after a Cleave if you heal the tank for Attumen. Flash of Light combined with blessing of light should be sufficient for most of the fight. If you are off-healing, trust other healers to keep their HoTs up and use Flash of Light for healing. Once Attumen mounts Midnight, concentrate on healing the people who get charged.
- Shamans - ??? I know nothing yet about shaman healing ^_^;
Melee DPS
- Rogues – See Below for instructions to all Melee DPS
- Shamans – Don’t forget to keep totems up!
- Druids
- Warriors – If you are not a tanking warrior your abilities would be best served to stay with the MT on Attumen. Work with the MT and use Disarm to keep him without his weapon as much as possible.
- Paladins – Be careful of exorcism and holy wrath because they cause a lot of aggro and a lot of damage and could pull aggro from the tank and wipe the raid. Use blessing of salvation on yourself if possible.
- ALL MELEE DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 3 times before attacking. Remember to always stay behind the boss and switch DPS quickly when it’s time to switch. When attacking Attumen, watch out for the shadow cleave because it does significant damage.
Ranged DPS
- Hunters – Use Misdirection on the main tank when Attumen appears to help him/her establish aggro. Use Misdirection when Attumen mounts Midnight. If your timer is not up yet notify the raid so DPS knows to keep it light until aggro is established.
- Druids – Cleansing Curses is important in this fight. Help the mages clear curses if they get behind or if they die.
- Mages - Cleansing Curses is important in this fight. Your primary goal is to remove curses, your secondary is to DPS the boss.
- Priests – Don’t use VE or VT until 95% and the MT has established aggro on Attumen. Keep shields on the healers until this point. Keep VT up as much as possible because this can be a long fight and the healers will love you.
- Warlock – Don’t add any more DoT’s on Midnight after 40%
- ALL RANGED DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 3 times before attacking.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- DPS to 95% Hunters use Misdirection on MT and Attumen.
- MT Disarm Attumen w/any other DPS warriors.
- DPS on Midnight to 30-35%
- Switch to Attumen – DPS down to 25%
- DPS OFF at Mounting until aggro is established. Use Misdirection again.
- Main Healer on MT, Off Healer on OT, Raid Healer help both and heal raid when needed.
- 25% Main Healer and Raid Healer on MT. Off Healer on Charge Healing duty.
- Mages/Druids remove curses throughout the fight.
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Moroes
Abilities
Moroes
- Basic Melee: 1.6k - 2.5k on tank
- Vanish: Does not drop aggro
- Garrote: After Vanishing, randomly chooses a raid member and garrotes them, dealing 1000 damage every 3 seconds for Five Minutes. 100,000 damage total. Can only be removed by using Divine Shield (paladin), Blessing of Protection(paladin), or Stoneform (Dwarf). Garrotes disappear when Moroes dies.
- Blind: Chooses a person in melee range and blinds them, causing them to wander. Poison-dispellable.
- Gouge: Incapaciates the highest aggro target, causing moroes to go to the second highest aggro target.
- Enrage: At 30% Health, Moroes will enrage and increase his damage.
- Noble Guests: Moroes has four Nobles standing with him that aggro with him. These are 4 of 6 random possibilities.
- Reset: Moroes and his four adds can be reset by leaving the room.
Noble Adds
- Baron Rafe Drueger -Retribution Paladin – Dispels shackles, Casts Blessings on Moroes and other adds.
- Baroness Dorothea Millstipe – Shadow Priest – Casts Mana Burn that will take a raid member’s entire bar. Should be kicked, bashed, shocked, counterspelled to keep from using mana burn. Low Health, Squishy Clothie.
- Lady Catriona Von’Indi- Holy Priest – Dispels shackles, Casts Heal. Should be kicked, bashed, shocked, counterspelled to keep from healing. Low Health, Squishy Clothie.
- Lady Keira Berrybuck – Holy Paladin – Casts Holy Light (heal), Dispels shackles and Casts Blessings on Moroes and other adds. Should be kicked, bashed, shocked, counterspelled to keep from healing.
- Lord Cripsin Ference – Protection Warrior – Nothing special, just lots of health and hard to kill.
- Lord Robin Daris- Arms Warrior – Mortal Strike which can one-shot clothies, Whirlwind, Cleave and lots of health.
Strategy
- Crowd Control at least two of the four adds. Moroes should be tanked near the north wall with DPS and healers spread across the longest table in the center of the room.
- Kill the two adds that are not being crowd controlled.
- Kill Moroes
- If the situation allows, kill the remaining adds. Otherwise, run out of the room to despawn them.
Positioning

Rolls
Tanking
- Warriors – As a warrior, you can use shield wall at the beginning of the fight to help healers not pull healing aggro or to give time for priests to shackle before healing you. If this is not necessary, you can use Shield Wall when Moroes enrages because at that point healers will be stressed for mana because of garrotes.
- Druids – As a druid you have an innervate available to any healer class that needs it. Although you loose all your rage, popping out of bear form to innervate right after Moroes Vanishes shouldn’t affect you too much. If your raid needs you can be a viable off-tank to one of Moroes’ adds. Using swipe and a couple lacerates should be sufficient to keep it on you while you stay second on Moroes’ aggro list.
- Paladins – As a paladin tank if you are OT be careful of using exorcism as you may pull aggro off of the MT. You are also a viable option for tanking one of Moroes’ adds if the raid needs it. Use Holy Wrath with caution so you do not break other crowd control effects. You may also use Blessing of Protection to get rid of a garrote of a main healer. Tell them before doing it so they may be ready to remove it and continue healing immediately. Do not bubble yourself because you need to stay high on Moroes’ aggro list. If people in melee range get hit with Blinding Poison, you can dispel it.
- ALL TANKING CLASSES - If you are MT make sure to keep Moroes near the wall so he doesn’t get in the way of any crowd controlled mobs. When gouged Moroes should switch to the OT. Get aggro back quickly when Gouge wears off. If you are OT make sure you stay second on the aggro list. You will most likely get hit with a lot of Moroes’ blinding poisons.
Healing
- Priests – You will most likely be in charge of shackling one of Moroes’ adds as well as keeping up with healing. Re-shackle your target every 10-12 seconds. Don’t wait for it to break because some of the adds can one-shot you. If your shackle does break, re-shackle it and run across the room from where it was at so if it breaks again, you have some time to re-shackle before it starts beating on you. Only use Shadowfiend after Moroes has vanished and reappeared to prevent the fiend from going to a crowd controlled target.
- Druids – Druids work best in this fight as the Raid healer because of the two HoTs you have to put on Garroted people. It is also your job to dispel blinding poisons from those within melee range of Moroes.
- Paladins – If you get hit with Garrote, use your Divine Shield. If a fellow healer gets hit with Garrote, warn them and hit them with Blessing of Protection. Mana can become a big issue in this fight. Use Blessing of Wisdom on all healers if you are the only paladin, otherwise, use Blessing of Light.
- Shamans – Keep a poison removal totem near the tanks to help with the blind effect from Moroes.
- ALL HEALING CLASSES – If you are MH/OH keep a close eye on your tanks because they will be switching aggro with each other periodically. Keep at least one HoT on Garroted people if you have one. Raid Healers should help heal the MT/OT until shackles and other CC effects are up. Raid Healers are in charge of people healing people who are Garroted and keeping people who are tanking Moroes uncontrolled adds alive.
Melee DPS
- Rogues – When up against a healer add, it’s very important to interrupt them as much as possible so they do not heal and prolong the fight.
- Shamans – Use a Totem to remove poisons from people in melee range of Moroes. You may have to step out of the DPS roll and into a healing roll if a healer goes down or if they just need an extra hand keeping ahead of Garrotes. You may be asked to tank an add while others are killing a different one. Use Earthshock to prevent healer adds from healing. Do not use elemental totems because they will go after CC targets when he vanishes.
- Druids – You may have to step out of the DPS roll and into a healing roll if a healer goes down or if they just need an extra hand keeping ahead of Garrotes. You may be asked to tank an add or two while they are killed.
- Warriors – You may be asked to tank an add or two while they are killed. Shield bash healer adds to keep them from healing.
- Paladins – You may be asked to tank an add or two while they are killed. Use Holy Wrath with caution because you don’t want to break the crowd controlled adds and you don’t want to pull aggro from the tank. Use Exorcism with caution on Moroes. Use Divine Shield to remove a Garrote from yourself. Use Blessing of Protection to remove Garrote from a healer. If you are the only Paladin, cast Blessing of Wisdom on all healers. Otherwise, use whatever is asked for. If a shackle breaks early, use Righteous Defense to taunt it to you until it’s re-shackled.
- ALL MELEE DPS – Make sure there are sunders/lacerates/vengeance stacked 3 times before attacking Moroes.
Ranged DPS
- Hunters – You may be asked to use your pet to tank adds while they are being killed. You may be asked to use Frost Trap to CC adds. This CC works best if you have two hunters chain trapping. If your traps are not needed for CC, put a Frost Trap near a healer in case a shackle breaks early. Do not use Snake Traps, they may break CC targets.
- Druids – You may be asked to tank an add or two until they are killed. Save your innervate for a healer. You may be asked to help heal if a healer goes down or if they need help keeping up with Garrotes.
- Mages – Be sure to counterspell healer adds so they do not heal. If a shackle breaks early you may need to use Frost Nova to keep them in place until they can be reshackled. Don’t use Evocation until after Moroes Vanishes and reappears.
- Priests – You will most likely be asked to shackle one of Moroes’ adds. Re-shackle your target every 10-12 seconds. Don’t wait for it to break because some of the adds can one-shot you. If your shackle does break, re-shackle it and run across the room from where it was at so if it breaks again, you have some time to re-shackle before it starts beating on you. Only use Shadowfiend after Moroes has vanished and reappeared to prevent the fiend from going to a crowd controlled target. If a healer goes down, you may be asked to hop out of shadowform and heal. Keep healer adds silenced as much as possible. Don’t bother using VE/VT on the adds as they should go down quick enough.
- Warlocks – Cast Curse of Tongues on adds that can heal to give the rest of the raid extra time to interrupt.
- ALL RANGED DPS - Make sure there are sunders/lacerates/vengeance stacked 3 times before attacking Moroes.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- Kill two adds, CC other two. Keep them CC! Stop them from healing!
- Once two adds are down, all DPS on Moroes
- Moroes Enrages at 30%
- Watch for Garrotes(HoTs!) and Blinding Poisons(Dispell!)
- Moroes and adds can be reset by leaving the room
- Once Moroes is dead, adds can be despawned if needed by leaving the room
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Maiden of Virtue 
Abilities
Maiden
- Basic Melee: Around 2.5-3.5 k damage. Immune to Taunt.
- Holy Fire: Engulfs the target in flames dealing 3-3.5k damage and an additional 1750 damage every two seconds for 12 seconds. Magic-Dispellable
- Holy Wrath: Chained Holy damage, inflicting more damage for every target it hits. Hits first target for 2k, second for 2.9k, third for 3.8k, fourth for 5.4k. Affects only targets in front of Maiden.
- Repentance: Puts all players, except the Maiden’s target, in a state of meditation incapacitating them for 12 seconds. Any damage caused will awaken the target. Maiden uses this spell at random but no more often than 25 seconds. Can be avoided with Berserker Rage (warrior), Bestial Wrath/The Beast Within (hunter),
- Concecration: Holy AoE doing 240-360 damage to all players within a 12 yard radius. Silences for 0.5 seconds every second, preventing non-instant spellcasting. Breaks Repentance stuns.
Strategy
- Spread out. Ranged DPS and healers should each be positioned in front of one of the pillars around the Maiden.
- Tank engages her where she stands.
- Melee DPS stay behind her to avoid Holy Wrath.
- Paladins should be in healing gear with Blessing of Sacrifice on the Tank. This will break them out of Repentance but the damage sharing will mean they need heals too while Repentance is not active.
- If no Paladins are present, choose a healer to stand on the Concecration and keep themselves alive until Repentance. Then step off concecration and heal the tank until repentance is done.
- Shamans use Grounding totems to protect most of the Raid from Holy Fire.
- Everyone that can dispel magic should watch for and remove Holy Fire immediately.
- Mages cast Dampen Magic on all Melee DPS to mitigate damage done by Concecration, Holy Wrath and Holy Fire.
Positioning

Rolls
Tanking
- Warriors – When Repentance is active, use Shield Block, Spell Reflection, Last Stand or pop your trinkets to help you stay alive.
- Druids – When Repentance is active and you are desperate for healing, use your Frenzied Regeneration.
- Paladins – When Repentance is active, you may have to throw yourself a heal or two until it’s over.
- ALL TANKING CLASSES- This is a MT only fight. OT should be in DPS or Healing gear. She is immune to taunt/growl/righteous defense.
Healing
- Priests – Prayer of Mending is your friend in this fight. Use it as often as you can on the tank and melee DPS. They will all tank damage from Concecration so no charge of PoM will be wasted. Only use Shadowfiend after a Repentance and make sure it goes behind the Maiden, not in front.
- Druids – Keep your HoTs refreshed on the tank at all times so when Repentance hits, it will help him survive. If there is a Paladin, have HoTs on them too to help with the damage sharing.
- Paladins – Keep Blessing of Sacrafice on the tank at all times. The damage sharing will break you out of Repentance so you can continue healing. Don’t forget to watch your own health.
- Shamans – Throw Grounding Totems out near the tank to absorb Holy Wraths and Holy Fires. Totems should be placed just behind Maiden.
- ALL HEALING CLASSES – If you can dispel magic, watch for Holy Fire and dispel it asap. Spread out so at least one healer who can dispel is in range of everyone else. You may be asked to heal the MT during Repentance if no paladin healers are present. Stand in the concecration and keep yourself alive until Repentance, then step out and heal the tank. When Repentance is done, jump back onto the concecration.
Melee DPS
- Rogues – See instructions for melee dps below.
- Shamans – Remember to use your Grounding Totem to help absorb the Holy Wrath and Holy Fire spells. Totems should be placed just behind Maiden. If no other healers can heal during Repentance or the Healing paladin is out of mana, you may need to step out of the Concecration to heal during Repentance.
- Druids – You may have to jump out of the Concecration to help heal the tank during Repentance if the paladin is out of mana.
- Warriors – Use Berserker Rage to avoid Repentance.
- Paladins – If there are no other paladins, you must put on your healing gear and stand out by a pillar for this fight. Use Blessing of Sacrafice on the Tank to break you out of Repentance so you can heal. Do not heal anyone except during Repentance to save mana.
- ALL MELEE DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 3 times before attacking because the Maiden is immune to taunt. Make sure you stay behind her to avoid chaining the Holy Wrath spell. If you can dispel magic, watch for Holy Fire and dispel it asap.
Ranged DPS
- Hunters – Holy Wrath and Holy Fire can be cast on your pets. Make sure you Pet is behind Maiden or dismissed for this fight. The Beast Within will make you avoid Repentance.
- Druids – You may need to help heal or cast your innervate on a healer when the fight is coming to an end.
- Mages – Be sure to wait until just after Repentance before Evocating. Cast Dampen Magic on all Melee DPS except the tank.
- Priests – You may need to help heal toward the end of the fight if the healers are oom. Use your shadowfiend only after a Repentance.
- Warlocks – Use Curse of Weakness to help the tank take a little less damage during Repentances.
- ALL RANGED DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 3 times before attacking because the Maiden is immune to taunt. If you can dispel magic, watch for Holy Fire and dispel it asap.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- Everyone get to your assigned spots quickly
- Paladins keep Blessing of Sacrafice on the Tank at all times and heal during repentance only. If no paladins are present, one healer stand in concecration until repentance.
- Dispel Holy Fire ASAP
- Stay behind Maiden to avoid Holy Wrath
- Shamans keep Grounding Totems up as much as possible.
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Opera - Romulo & Julianne 
Abilities
Julianne
- Eternal Affection: Calls upon Holy magic to heal an ally. Heal 46250-53750, Cast Time 2 seconds.
- Powerful Attraction: Stun 6 seconds. Range 45 yards. Cast Time 1.5 seconds.
- Blinding Passion: 6000 Holy damage inflicted over 4 sec (1500 initially, then 4 ticks of 750 each). Range 45 yards, Cast Time 2 seconds.
- Devotion: Holy damage dealt is increased by 50%. Spell casting speed is increased by 50% for 10 seconds. Can use Spellsteal or Purge.
Romulo
- Backward Lunge: Strikes at an enemy behind the caster, inflicting weapon damage plus 300 (Knock Back 35 yard).
- Deadly Swathe: Strikes at nearby enemies in front of the caster, inflicting weapon damage plus 300 (Affects up to 3 targets).
- Poisoned Thrust: All statistics reduced by 10% (Stacks up to 8 times), the debuff can be de-poisoned.
- Daring: Increases the Physical damage dealt by the caster by 50% and the caster's attack speed by 50% for 8 sec. Can use Spellsteal or Purge.
Strategy
Phase 1 - Julianne
- Main Tank engages and moves to the north side of the stage.
- Mages always spellsteal Devotion as soon as it is active and/or Shamans Purge it.
- Anyone who can interrupt spellcasting should interrupt Eternal Affection.
- Healers need to watch the raid carefully to heal victims of Blinding Passion quickly.
- When Julianne dies, Romulo spawns and starts Phase 2.
Phase 2 - Romulo
- Romulo spawns where Julianne died. NO DPS OR HEALING should occur until Off Tank engages. After engaging the OT should move to the south side of the stage.
- Shamans purge Daring as soon as it is active.
- Abolish poisons, Cleanse or Poison removal totems should be maintained on the Off Tank.
- All Melee DPS needs to stay behind Romulo.
- When Romulo dies, Julianne arises, resurrects Romulo and starts Phase 3.
Phase 3 – Romulo & Julianne
- Tanks engage quickly, DPS and Healing to a minimum until aggro is established.
- At least 2, preferably 3 interrupters should be on Julianne for the entire fight to prevent her from casting Eternal Affection.
- Mages needs to spellsteal Devotion or Shamans purge it just like in Phase 1. Daring can be ignored but if you have enough people to cover Devotion, get rid of Daring too.
- Abolish poisons, Cleanse or Poison removal totems should be maintained on the Off Tank.
- Healers need to watch the raid carefully to heal victims of Blinding Passion quickly.
- DPS Romulo to 10% health. No DoT’s after 15% health.
- Switch DPS to Julianne and kill her.
- Kill Romulo within 10 seconds after Julianne dies. If you do not, Romulo resurrects Julianne and Julianne heals Romulo to full health.
Positioning

Rolls
Tanking
- Warriors – If you are the only warrior tank, you should be on Julianne so you can provide a shield bash for Eternal Affection.
- Druids – See instructions for Tanks below.
- Paladins – Be cautious of Holy Wrath because you do not want to take aggro from the other tank. If tanking Romulo, Exorcism is a great way to get aggro quickly.
- ALL TANKING CLASSES- Julianne needs to be tanked on the north side of the stage. Romulo needs to be tanked on the south side of the stage. If you are tanking Romulo, try not to kill him before Julianne dies as he will be very very low on health.
Healing
- Priests – See instructions for Healers below.
- Druids – Watch for Poisoned Thrust in Phase 2 and 3 on the Off Tank and dispel it asap
- Paladins – Watch for Poisoned Thrust in Phase 2 and 3 on the Off Tank and dispel it asap
- Shamans – Keep a poison cleansing totem near the Off Tank during Phase 2 and 3.
- ALL HEALING CLASSES – Watch for Blinding Passion. If she gets one off before Devotion is removed from her, her target will take double the amount of damage from it. Be careful of healing at the beginning of each phase as aggro is a little touchy at the start. When Julianne dies in Phase 3, throw some quick DPS at Romulo to burn him down within the required 10 seconds.
Melee DPS
- Rogues – It will be part of your job to make sure Julianne does not heal with Eternal Affection. Be sure to time your interrupts with other interrupters in your raid so that your cooldowns don’t overlap too much.
- Shamans – It will be part of your job to make sure Julianne does not heal with Eternal Affection. Be sure to time your interrupts with other interrupters in your raid so that your cooldowns don’t overlap too much. You may also be asked to put a poison cleansing totem near the Off Tank during Phase 2 and 3.
- Druids – Watch for healers needing an Innervate.
- Warriors – It will be part of your job to make sure Julianne does not heal with Eternal Affection. Be sure to time your interrupts with other interrupters in your raid so that your cooldowns don’t overlap too much.
- Paladins – Be very careful with Holy Wrath and Exorcism so you don’t pull aggro of the tanks. Consult with the Off Tank before trying the following strategy. If the OT is having trouble getting aggro quickly enough on Romulo in Phase 2 or 3, you should stand near (preferably a yard or two behind) the OT and hit Romulo with Exorcism to pull him to the OT then hit Divine Shield to drop aggro onto the tank. It’s tricky and should only be tried if absolutely necessary.
- ALL MELEE DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 2 times before attacking. Stay behind Romulo when attacking him and interrupt Julianne when she is casting Eternal Affection if you can. In Phase 3 when Julianne is at 1-2% move to DPS Romulo while the ranged and magic DPS finish off Julianne. She will most likely die right as you engage Romulo.
Ranged DPS
- Hunters – If you have time and mana to spare, drop a Snake trap on Julianne. This sometimes help to absorb some of her Blinding Passion DoTs and the poisons help slow down her casting as well.
- Druids – You may be asked to keep Abolish Poisons on the OT.
- Mages – Your first priority is to spellsteal Devotion from Julianne. Make a focus target macro to help you accomplish this with all haste while maintaining your DPS.
- Priests – See DPS instructions below.
- Warlocks – In Phase 3, feel free to stack your dots on both targets.
- ALL RANGED DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 2 times before attacking. In Phase 3, Romulo must die within 10 seconds of Julianne, don’t hesitate to DPS him immediately upon her death but not before her death. Melee DPS will be moving to Romulo when Julianne is at 1-2% health so it will be your job to kill off Julianne before switching to Romulo.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- DPS AND HEALING OFF at the start of each Phase.
- Spellsteal/Purge Devotion (Julianne) always first.
- Spellsteal/Purge Daring (Romulo) if possible.
- Healers watch for Blinding Passion DoT.
- Cleanse Poisons on OT.
- Romulo must die 10 seconds after Julianne in Phase 3.
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Opera - Wizard of Oz
Abilities
Dorothee
- Water Bolt – 1.5 seconds cast, Frost Damage 2025-2475
- Fear – Instant, AoE
- Cannot be interrupted or tanked, attacks at random
Tito
- Interrupts and silences casters
- Causes Dorothee to Enrage if killed before her
Roar
- Melee: around 3000 on cloth
- Fear – Instant, AoE
- Very susceptible to fear effects
Strawman
- Melee: around 4000 on cloth
- Gains a Stun debuff after taking Fire damage
Tinhead
- Melee: 1500-2000 on plate
- Cleave – 3 targets, up to 4000 on cloth
- Gets a Rust debuff after a while and slows down, making him easy to kite.
The Crone
- Chain Lightning - 5 targets, 2775-3225 damage
- Cyclone – Summons Cyclones that move randomly around the outskirts of the staging area. Targets hit by Cyclone are thrown into the air preventing all casting except instant spells. Fall damage 1-2k.
Strategy
- The event starts with Dorothee, Strawman, Tinhead and Roar. They become active and will start fighting one at a time.
- Kill Order is: Dorothee, Tito, Strawman, Roar, Tinhead.
- Dorothee cannot be tanked and must be DPS’d down first. She chooses targets at random to attack so healing is a little hectic until she is down.
- Dorothee will summon Tito who must be tanked by a hunter or warlock pet until Dorothee is down.
- Strawman can be tanked by anyone with a fast cast fire spell. Mages and Warlocks work the best. Spam Searing Pain or Scorch constantly to keep him stunned.
- Roar should be off-tanked towards the entrance to the stage.
- Tinhead should be tanked at the back of the stage and as he begins to rust, the tank can kite him back and forth, being mindful of the cleave effect.
- When the last mob is killed, The Crone will spawn and must be picked up quickly and tanked.
- The Crone will spawn Cyclones that move randomly around the edges of the stage that the raid must watch out for and move away from.
- The tank should move The Crone out of the way of Cyclones as needed.
Positioning

Rolls
Tanking
- Warriors – See instructions for Tanks below.
- Druids – See instructions for Tanks below.
- Paladins – Use See instructions for Tanks below.
- ALL TANKING CLASSES- Roar can and will occasionally fear. Keep him away from everyone else. Tinhead must be kited around the back of the stage so his cleave does not hit anyone else, especially clothies. You can stop kiting him once the other mobs are down.
Healing
- Priests – You may be asked to specifically heal the mage because of shield and prayer of mending.
- Druids – See instructions for Healers below.
- Paladins – See instructions for Healers below.
- Shamans – Put down a Tremor totem to keep the fearing in check until Dorothee and Roar are down.
- ALL HEALING CLASSES – Healing is hectic until Dorothee goes down. Assign each healer 2 or 3 members of the raid to heal only to cut back on overhealing and wasting mana.
Melee DPS
- Rogues – See instructions for Melee DPS below.
- Shamans – Keep a tremor totem down to dispel fear.
- Druids – Watch for healers needing an Innervate.
- Warriors – Use Berserker Rage to break fear.
- Paladins – See instructions for Melee DPS below.
- ALL MELEE DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 2 times before attacking The Crone. Feel free to open up on Dorothee because she cannot be tanked and needs to go down quickly.
Ranged DPS
- Hunters – See instructions for Range DPS below.
- Druids – Watch the healers for needed Innervates.
- Mages – It will be your job to keep Strawman stunned until the DPS can get to him. Spam Scorch as much as possible and keep your mana shield up in case of a resist.
- Priests – See instructions for Range DPS below.
- Warlocks – It will be your job to keep Strawman stunned until the DPS can get to him. Spam Searing Pain as much as possible to keep him stunned.
- ALL RANGED DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 2 times before attacking The Crone. Feel free to open up on Dorothee because she cannot be tanked and needs to go down quickly.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- Tremor Totems down and Fear Ward on MT/OT.
- DPS on Dorothee, MT on Tinhead, OT on Roar, Mages/Warlocks on Strawman, Pets on Tito.
- The Crone spawns after last mob is dead, wait for sunder/lacerate/vengeance before attacking.
- Watch out for Cyclones
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Opera - Big Bad Wolf
Abilities
Big Bad Wolf
- Terrifying Howl - Instant. Causes nearby enemies to flee in fear for 3 sec. Cast every 25-35 seconds.
- Wide Swipe - Instant. Stuns the current target for 4 seconds. Casts about as often as Terrifying Howl. This can be used against a target with the Little Red Riding Hood debuff, effectively guaranteeing death.
- Little Red Riding Hood
- Description: Changes the target into Little Red Riding Hood. This increases the likelihood that the Big Bad Wolf will chase them and try to gobble them up!
- Effect: Reduces the target's armor and resistances to 0. Increases speed 50% to flee the Big Bad Wolf. Pacifies and Silences.
Strategy
- Grandma does not attack. Main Tank must start the event by talking to Grandma who turns into the Big Bad Wolf (BBW).
- BBW should be tanked against the north wall with the raid huddled in the northwest corner.
- Fear Wards and Tremor totems should be kept up on/near the tank.
- Throughout the fight, BBW will yell “Run away little girl!” and turn someone in the raid into Little Red Riding Hood(RRH). This person must run around the stage, starting southward away from the wolf. They must hug the wall but not run into the wall and do not cut corners.
- All heals need to switch to RRH. DPS OFF if the MT is RRH.
- Tank needs to continue to follow BBW and maintain sunders/lacerates/vengeances because while BBW is occupied with running after RRH all normal aggro will still apply when RRH is over.
- This is a Survival/DPS fight with little strategy involved other than staying away from BBW if you are RRH.
Positioning

Rolls
Tanking
- Warriors – See instructions for Tanks below.
- Druids – Use Feral Charge if you get too far behind BBW while he’s chasing RRH.
- Paladins – Use Blessing of Protection on RRH if you have a moment to spare. Judging Justice will slow his chase speed down slightly as well.
- ALL TANKING CLASSES- Tank BBW on the northern wall. At the end of a RRH sequence always try to get him back there quickly. Chase BBW around and continue to keep your aggro up on him so at the end of a RRH sequence he is back on you instead of going after a DPS or Healer.
Healing
- Priests – See instructions for Healers below.
- Druids – See instructions for Healers below.
- Paladins – Try to keep Judgement of Justice on BBW to slow him down while he chases RRH.
- Shamans – See instructions for Healers below.
- ALL HEALING CLASSES – Using a macro to help select RRH and heal quickly is very helpful in this fight. You will have your work cut out for you if anyone in melee range of BBW gets it as he will turn and stun them so they cannot begin to run away quickly.
Melee DPS
- Rogues – See instructions for Melee DPS below.
- Shamans – Keep a tremor totem down to dispel fear.
- Druids – Watch for healers needing an Innervate.
- Warriors – Use Berserker Rage to break fear.
- Paladins – Use Blessing of Protection on RRH. Keep Judgement of Justice on BBW to slow him while he chases RRH.
- ALL MELEE DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 2 times before attacking. Unload everything you can without pulling aggro because it is very likely that if you turn into RRH you will die.
Ranged DPS
- Hunters – See instructions for Range DPS below.
- Druids – Watch the healers for needed Innervates.
- Mages – See instructions for Range DPS below.
- Priests – If you are not the RRH, use Mind Flay on BBW during the RRH to slow him down.
- Warlocks – Put Curse of Weakness on BBW to help the RRH survive.
- ALL RANGED DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 2 times before attacking. Unload everything you have without pulling aggro for the whole fight as it is a survival/DPS fight more than anything.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- Tremor Totems down and Fear Ward on MT.
- If you become Little Red Riding Hood, run south and around the very edges of the stage w/o bumping walls or cutting corners to stay ahead of Big Bad Wolf.
- All healing to Red Riding Hood.
- MT Maintain aggro during Red Riding Hood sequences.
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The Curator 
Abilities
Curator
- Basic Melee: Around 3000 on a tank.
- Summons Astral Flares – One Flare every 10 seconds taking 10% of The Curator’s Mana. See below for abilities.
- Hateful Bolt - An arcane bolt that hits for 4435-5999 Arcane damage, cannot be cast on the main tank. Target is usually the person who is second on the aggro list and has a high amount of health.
- Evocation - When the Curator runs out of mana, it will evocate for 20 secs and be very vulnerable during that time and will take 200% more damage during his evocation.
- Enrage - At 15% melee damage and Hateful Bolt rate both are increased slightly, but no more Astral Flares or Evocates occur. Will not despawn any active Astral Flares or cancel his Evocation.
- Berserk - After 10 minutes it will berserk, giving all raid members an unremovable debuff which increases all arcane damage taken by 500%.
- Immune to arcane spells, bleed, poison effects, and mana drain spells.
Astral Flare
- Arcing Sear - Hits up to 3 members within 10 yards of the flare for 675-825 arcane damage, sometimes interrupts spellcasting.
- Flares choose a random raid member when spawned and will go up to that raid member, ignoring all other aggro until they reach that person. Upon reaching it’s target, the Flare becomes susceptible to aggro.
- Immune to Taunt
Strategy
- Positioning is everything in this fight. Make sure everyone is spread out according to the map below.
- All DPS is on the Astral Flares. They must die before the next one spawns.
- On the 10th Flare, Curator Evocates. Pop trinkets and all DPS on Curator.
- One DPS, preferably a hunter, kills the last flare during evocations.
- When Evocation is done, All DPS back to the Flares.
- If Curator Enrages, all DPS on Curator, All healing on MT and Bolt Absorber (see below).
- Only one tank is needed in this fight.
- One person is designated to be on Curator at all times to try and stay second on the aggro list. This person in the Bolt Absorber. They must have at least 7k health in case of crits and straying Flares.
- Healing should be delegated out to avoid overheal and preserve mana efficiency.
Positioning

Rolls
Tanking
- Warriors – Feel free to make a macro to quickly switch between sword/shield and your DPS weapon. Curator does not respond to aggro during evocation so you may as well throw some DPS in too.
- Druids – See instructions for Tanks below.
- Paladins – See instructions for Tanks below.
- ALL TANKING CLASSES- Curator is very touchy on the aggro at the start of the fight. Be sure you establish a lot of upfront aggro in the first couple seconds while the rest of the raid gets situated with the Astral Flares.
Healing
- Priests – Save your Shadowfiend for the second Evocation. Use Prayer of Mending often to help with the sporadic damage.
- Druids – Save your Innervate for the second Evocation.
- Paladins – All healers should have Blessing of Wisdom as this can be a mana intensive fight.
- Shamans – See instructions for Healers below.
- ALL HEALING CLASSES – As soon as you are down 3k mana, drink a mana pot. Drink pots as often as you can to keep your mana up there. Save your mana regenerating abilities for the second evocation. Assign one healer to the Main Tank and the raid member who will be taking out the last flare during evocations. Assign one healer to heal the bolt absorber and one other raid member, preferably not a melee dpser. Assign your final healer to heal the melee DPS and anyone else who is left. Don’t forget to heal yourselves!
Melee DPS
- Rogues – See instructions for Melee DPS below.
- Shamans – Totems should be in the center of the circle created by your raid. Do not put totems down until MT has engaged Curator or the Curator will come after the totems and MT will have a hard time getting his attention back.
- Druids – Watch for healers needing an Innervate.
- Warriors – See instructions for Melee DPS below
- Paladins – See instructions for Melee DPS below
- ALL MELEE DPS – Your job is to immediately engage and burn down the Astral Flares. Once a Flare as reached it’s initial target, try to drag it back to the center to keep it out of the hunter dead zone and away from casters because of interrupts. If there are at least 2 ranged DPS, feel free to leave the Flare when it’s at 5% health and move back to Curator to pick up the next Flare. Unload on Curator during Evocations.
Ranged DPS
- Hunters – It will be your job to down the last Flare that is summoned while everyone else is on Curator during Evocations. Hit Mend Pet and use your pet to tank it to help your designated healer’s mana.
- Druids – See instructions for Ranged DPS below.
- Mages – See instructions for Ranged DPS below.
- Priests – You may be asked to be the bolt absorber for this fight. Conserve your mana but try to stay high on Curator’s Aggro list. You do well in this position because you can keep your VE/VT up constantly.
- Warlocks – You may be asked to be the bolt absorber for this fight. Try to stay high on Curator’s Aggro list and refresh your DoTs during evocations. You do well in this position because you can constantly keep up your DoTs and you never run out of mana with a dedicated healer on you.
- ALL RANGED DPS – Your job is to immediately engage the Astral Flares and burn them down before the next one spawns. The melee DPS may be switching targets to the next Astral Flare before the previous one is dead, it’s your job to finish it off. Drink mana pots as often as you need them. Unload on Curator during Evocations.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- Everyone has healing assignments and positions to stand in.
- Wait for MT to establish aggro then move into position/put totems down
- ALL DPS on the Flares asap. One person designated Bolt Absorber DPSing Curator at all times.
- When Curator Evocates, All DPS on Curator. One designated person on the last add during evocation.
- If Enraged, Kill the last adds, all heals to MT and all DPS to Curator.
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Terestian Illhoof 
Abilities
Illhoof
- Basic Melee – Approx 1800 damage on a tank.
- Shadowbolt - Instant. 4000 damage Shadow Bolt at the highest target on the aggro list.
- Sacrafice - A random character is summoned to the center of the room and is paralyzed, suffering 1,500 unresistible and unabsorbable shadow damage per second until the chains (which count as a creature) are destroyed. While the chains are up, Illhoof is healed for a very high amount very quickly. The chains have roughly 13,000 health. Can be removed with Ice Block or Divine Shield. Cannot be cast on Illhoof’s highest aggro target (the main tank).
- Summon Imps – Approx 10 seconds after engaging Illhoof, he will summon two portals at the back of the room through which come a constant stream of imps (See below).
Kil’rek
- Basic Melee - Hits for 2,000 on cloth.
- Amplify Flames - Undispellable debuff that increases fire damage by 500. This is applied to a random target.
- Broken Pact - Debuffs Illhoof on death, making him take 25% more damage until Kil'rek respawns (~45 seconds after death).
Summoned Imps
- Basic Melee - Around 400, generally used if aggro target is fire immune or in close proximity.
- Firebolt - Deals 200 fire damage, and up to 700 damage if Amplify Flames is on the target. 1 sec cast.
Strategy
- Everyone should be grouped up around the circle so it is easy to switch to the Demon Chains when someone is sacrificed. It also makes it easy for the lock to control the adds with Seed of Corruption (see below).
- If the Demon Chains don’t go down fast enough, it will be a very long fight. All DPS needs to switch to the Demon Chains.
- OT Tanks Kil’rek until he eventually dies to the Seed of Corruption(see below). Tank should watch for Kil’rek re-spawning and pick him up again quickly. Having a target macro helps. (/target Kil’rek).
- A Warlock is necessary for this fight. The warlock will spam Seed of Corruption on Illhoof constantly to keep the imps under control. If more than 10 imps are up, a mage or Paladin can step in and AoE a few times to take them out.
- When Kil’rek dies, DPS should pop trinkets and other abilities to use on Illhoof while he’s taking 25% more damage.
Positioning

Rolls
Tanking
- Warriors – If you are OT, use Intervention to get to Kil’rek when he respawns.
- Druids – If you are the OT, use Feral Charge to get to Kil’rek when he respawns.
- Paladins – Using Concecration and Holy Wrath can help take out the imps if there are starting to be too many. If you are OT, Exorcism on Kil’rek will help you get aggro quickly when he respawns.
- ALL TANKING CLASSES- This can tend to be a long fight. Use all your abilities to help your healers conserve mana.
Healing
- Priests – If you are the Sacrifice healer, PoM and Flash heal are your best tools. Use Shadowfiend early because you will likely be able to use it again during the fight.
- Druids –You can have some difficulty in the Sacrafice Healer position so be on your toes.
- Paladins – If you are the Sacrifice healer, keep Blessing of Light on everyone to help you heal them better and faster. Use Divine Shield if you get Sacrificed.
- Shamans – See instructions for Healers below.
- ALL HEALING CLASSES – One healer needs to be on the tank, one on the OT/Warlock and a third healer (can be a hybrid) should be on the sacrifice victims. The Sacrifice healer needs to be very fast. If the Sacrifice Healer gets Sacrificed, the OT/Warlock healer needs to switch to heal the healer and the OT/Warlock need to keep themselves alive for a few seconds until the chains are down.
Melee DPS
- Rogues – Use Wound Poison on Illhoof to mitigate the amount of healing that happens when a Sacrifice is up.
- Shamans – Any Mana regen totems are absolutely necessary as this can be a very long fight.
- Druids – Watch for healers needing an Innervate.
- Warriors – If you have it, Use Mortal Strike to mitigate the amount of healing that happens to Illhoof when Sacrifice is up.
- Paladins – Use Divine Shield to get out of Sacrifice. You may be asked to help with the imps by using Concecration and/or Holy Wrath.
- ALL MELEE DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 2 times before attacking. Unload everything you can when Kil’rek goes down and Illhoof gets the Broken Pact debuff. Demon Chains when someone is being sacrificed is your target priority.
Ranged DPS
- Hunters – AoE traps can help with Imps if there are too many (more than 10) up.
- Druids – See instructions for Range DPS below.
- Mages – If you have it, use Ice block to get out of Sacrifice. When there are more than 10 imps up, AoE to burn them down again then go back to normal DPSing.
- Priests – Use shadowfiend early because your timer will likely be up again during the fight. Keep VT/VE up to help healing and mana regen.
- Warlocks – Your job is to control/kill the imps by spamming Seed of Corruption. If you can throw more dots up, feel free but SoC is your first priority. You are the only DPS who does not switch to the chains when they come up.
- ALL RANGED DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 2 times before attacking. Unload everything you can when Kil’rek goes down and Illhoof gets the Broken Pact debuff. Demon Chains when someone is being sacrificed is your target priority.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- Kill Demon Chains ASAP.
- AoE Imps if there are more than 10.
- Pop trinkets and abilities when Kil’rek dies.
- Healers watch for Sacrificed targets.
- Warlocks spam Seed of Corruption.
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Shade of Aran

Abilities
Shade of Aran
- Frostbolt- 3 sec cast, 3500 to 4500 frost damage and 4 sec slow.
- Fireball - 2 sec cast, 3910 to 5290 fire damage.
- Arcane Missles - 5 sec channeled, shoots 5 missiles which each do 1260 to 1540 arcane damage (6300-7700 total).
- Chains of Ice - 10 second root, does not break on damage. Dispellable.
- Slow - Reduces movement and melee attack speed by a considerable amount for 10 seconds. Dispellable. Usually cast during Super Arcane Explosion (see below).
- Pyroblast – Instant cast, 7000-7500 fire damage. Only cast after Mass Polymorph (see below).
- Counterspell - 10 yard radius AoE around Aran, occurs very often. Locks out schools of magic for 6 sec.
- Flame Wreath – Approx every 30 seconds, Aran will choose one of three spells to do. 5 sec cast which creates a fiery aura (which lasts 20 sec) around 3 random people in the raid. When the auras are triggered by moving over them, they will deal 3-4k fire damage to everyone in the room. Not Interruptable.
- Blizzard – Approx every 30 seconds, Aran will choose one of three spells to do. 1313 to 1687 damage every 2 seconds and slows movement speed by 65%, large AoE that moves slowly clockwise around the room. The blizzard is preceeded by a white/blue cloud as it moves around the room. Not Interruptable.
- Super Arcane Explosion – Approx every 30 seconds, Aran will choose one of three spells to do. Pulls everyone to the center of the room, casts Slow (see above) followed by a 10 second cast that will deal 9,000-11,000 aoe damage in a 20 yard radius. Not Interruptable.
- Summon Water Elementals – At 40% Health, Aran will summon 4 elite water elementals (see below) at approx the Northern, Eastern, Southern, Western positions in the room.
- Mass Polymorph – At 20% Mana, Aran will Polymorph everyone in the room. He will then conjure some water and sit to drink, regenerating all his mana. This lasts about 10 seconds. When he is finished he will Pyroblast (see above) and continue as normal. Aran will only Polymorph once. If he reaches 20% mana again, he will drink a pot then continue as normal. If attacked while drinking, he will Pyroblast the raid and drink a pot.
- Immune to Silence, Silencing Shot and Improved Counterspell or other magical means of interruption. Also Immune to Mind Numbing Poison and Curse of Tongues. Not immune to Earth Shock, Kick, Shield Bash, Pummel or other physical means of interruption. Also not immune to normal, unimproved counterspell.
- Aran targets raid members at random and does not appear to pay any attention to normal aggro generating abilities.
Water Elemental
- Water Bolt – 1.5 second cast, 1000-2000 damage.
- Water Elementals have 10,000 health and De-spawn after 90 seconds. They are vulnerable to all crowd controlling and aggro generating abilities.
Strategy
Survival Basics
- Everyone must have more than 7k even if it means replacing a few pieces of gear with high stam gear.
- Anyone who has an Insignia of the Alliance should bring and equip it before the fight begins as you can use it to get out of the polymorph if you desire to do so.
- Your raid will not survive if Aran reaches 40% Health and 20% mana at the same time or too close together. Two options for dealing with this are available below.
Option 1: Burn his mana
- This strategy requires that you do not interrupt him at all when he is casting spells and to DPS him slowly until after he does Mass Polymorph.
- Since he only Polymorphs once, you may feel free to interrupt him after it’s done to help mitigate damage to the raid.
- Healers must be on their game to use this strategy.
Option 2: Burn his health
- This strategy requires that you have enough interrupters on him to keep him from casting frostbolts and fireballs most of the time with the intent to get him to 40% health way before 20% mana.
- It’s recommended that all DPS use their trinkets and other abilities on timers right at the beginning of the encounter to burn his health down quickly since aggro does not matter. Timers for trinkets and other abilities will probably be up again during the fight.
Dealing with Water Elementals
- Water Elementals do a lot of damage very quickly but don’t have a whole lot of health. There are four of them that must be contained, controlled and/or burned down.
- If you are going with Option 2, you have to split your DPS on the elementals. Your interrupters must stay on Aran and keep him from burning mana.
- The rest of your DPS should burn the elementals
- If you are going with Option 1, you may switch most of your DPS to the elementals to burn them down or control them as needed.
- Keep at least one person on Aran to warn the raid of what AoE special abilities he’s about to do. Flame wreath can wipe a raid while DPS is chasing elementals around.
Dealing with Polymorph
- Polymorph will heal everyone back to full health if everyone is left as a sheep.
- Healers, especially priests, should get out of polymorph however possible and shield/dispel those who might not last through the Pyroblast.
- Everyone will be very low on health after Pyroblast occurs. A plan should be in place to get everyone back to full health quickly because Aran does not wait before he is doing Frostbolts, Fireballs, Arcane Missiles and his special attacks again. Options are to have druids using tranquility, priests using Prayer/Circle of Healing and/or Prayer of Mending. If you have a lock, everyone can eat their healthstone or even drink a health pot.
Dealing with his Special AoEs
- During Flame Wreath DO NOT MOVE! You may still fight, cast ect but you must not turn, step, jump, lay down or anything like that. He only chooses three people to put the rings around but it’s just best that everyone NOT MOVE while Flame Wreath is up as you could be really close to a Flame Wreath even if you’re not in one.
- During Blizzard it only moves around the outside of the room. If you’re quick, you can stay just a head or just behind it, moving with it. If you can’t move that much move towards the center of the room. There is a small ring around Aran where you will be out of the blizzard and still out of Aran’s AoE counterspell range. If you get caught in the blizzard, move out of it quickly by going to the center of the room.
- When Aran pulls everyone in the room to him, everyone should hit Autorun and book it to the walls of the room. Even with Slow on this will give you enough time to get out of the way of his Arcane Exposion quickly. Priests can dispel Slow, Druids can shift forms, rogues can sprint and anyone can drink a swiftness potion if desired.
Positioning
Little positioning is needed. Just try to keep Aran in the center of the room (he doesn’t move much anyway) and make sure everyone knows when to move and when not to move and where the Water Elementals come from (N,E,S,W).
This spot will keep you out of Blizzard and usually out of Aran's counterspell range too. You don't have to stand here, but it's a good spot to stand for people who are new to the fight until they learn it.

Rolls
Tanking
- Warriors – Hit Commanding Shout just before the Polymorph to give everyone in your party some extra health.
- Druids – You are immune to the Polymorph if you are in some sort of form when it happens (ie not night elf form). You can use barkskin and/or bear form to help mitigate the damage from the pyroblast. After Pyroblast, use tranquility to help the healers.
- Paladins – Don’t use Divine Shield or Blessing of Protection during Flame Wreath. DO use them to get out of Polymorph and/or avoid the damage from Pyroblast. Use blessing of freedom or cleanse during arcane explosion to get out of the slow effect.
- ALL TANKING CLASSES- Aran ignores all tanking in this fight. Feel free to go full DPS mode but be aware of what strategy your raid is doing so you know if you need to interrupt, help heal ect.
Healing
- Priests – You must find a way to get out of the polymorph. It is essential you be able to keep the healers alive so you and they can heal the raid when the pyroblast goes off. Keep Prayer of Mending going because Aran’s targeting throughout the fight is pretty random. During Arcane Exposion, dispel yourself first, then dispel others who look like they might get caught in it. Don’t stop to use mass dispel or you will find yourself caught in the explosion.
- Druids – You are immune to the Polymorph if you are in some sort of form when it happens (ie not night elf form). You can use barkskin and/or bear form to help mitigate the damage from the pyroblast. After Pyroblast, use tranquility. During Arcane Explosion, shift forms to get rid of the slow effect, especially if you are in tree form.
- Paladins – Don’t use Divine Shield or Blessing of Protection during Flame Wreath. DO use them to get out of Polymorph and/or avoid the damage from Pyroblast. Use blessing of freedom or cleanse during arcane explosion to get out of the slow effect.
- Shamans – You may be asked to help interrupt Aran. Develop a system so that none of the interrupters will be on cooldown at the same time.
- ALL HEALING CLASSES – Use any AoE or quick heal spells that you have to get everyone in the raid back up to full health quickly after Polymorph/Pyroblast. Try to conserve your mana because it can be a very healing intensive fight.
Melee DPS
- Rogues – You may be asked to help interrupt Aran. Develop a system so that none of the interrupters will be on cooldown at the same time.
- Shamans – You may be asked to help interrupt Aran. Develop a system so that none of the interrupters will be on cooldown at the same time.
- Druids – Watch for healers needing an Innervate. You are immune to the Polymorph if you are in some sort of form when it happens (ie not night elf form). You can use barkskin and/or bear form to help mitigate the damage from the pyroblast. After Pyroblast, use tranquility to help the healers.
- Warriors – You may be asked to help interrupt Aran. Develop a system so that none of the interrupters will be on cooldown at the same time.
- Paladins – Don’t use Divine Shield or Blessing of Protection during Flame Wreath. DO use them to get out of Polymorph and/or avoid the damage from Pyroblast. Use blessing of freedom or cleanse during arcane explosion to get out of the slow effect.
- ALL MELEE DPS – Don’t wait for anything at the start. Aran ignores aggro and targets raid members at random. Pay attention to the chosen strategy so you know if you need to hold back on the DPS or throw as much DPS as you can at Aran.
Ranged DPS
- Hunters – You may be asked to tank an elemental with your pet and/or kill the elemental on your own while the melee and magic DPS stay on Aran. Your pet will not trigger Flame Wreath.
- Druids – Watch the healers for needed Innervates. You are immune to the Polymorph if you are in some sort of form when it happens (ie not night elf form). You can use barkskin and/or bear form to help mitigate the damage from the pyroblast. After Pyroblast, use tranquility to help the healers.
- Mages – If you can get out of Polymorph, Use mana shield/ice shield to mitigate some of the damage from Pyroblast. Use blink to get away from Aran quickly during Arcane Explosion. Do not Evocate during Flame Wreath.
- Priests – Be sure to keep up VE/VT to help with healing and mana regen.
- Warlocks – It will most likely be your job to fear one elemental and banish another and maintain them for 90 seconds when they despawn. Consider using a Seed of Corruption on Aran as well when the elementals spawn.
- ALL RANGED DPS - Don’t wait for anything at the start. Aran ignores aggro and targets raid members at random. Pay attention to the chosen strategy so you know if you need to hold back on the DPS or throw as much DPS as you can at Aran.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- Don’t move during Flame Wreath.
- Stay out of Blizzard by moving toward the middle or staying behind it.
- Run away when Aran pulls everyone to him.
- Heal up quickly after Polymorph/Pyroblast (20% MANA).
- Control/Kill Water Elementals (40% HEALTH) at North, East, South and West.
Option 1 Strategy
- DPS LITE until after Polymorph/Pyroblast (20% MANA).
Option 2 Strategy
- DPS HEAVY until Water Elementals (40% HEALTH).
- Lots of Interrupts to keep him from burning mana.
- Interrupters stay on Aran during Water Elementals.
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Netherspite

Abilities
- Basic Melee – 3-4k on Plate, 8k on Cloth
- Nether Burn – Aura, deals 1200 shadow damage every 5. Resistible, affected by Line of Sight and only Active during the Portal Phase.
- Void Zone - Opens a void portal on the floor that lasts 25 seconds, inflicting 1k shadow damage every 2 seconds to all enemies in the affected area. Only cast during the Portal Phase, can last into the Banish Phase.
- Netherbreath – 2.5 Second Cast. An attack that hits everyone in front of Netherspite for 4500 arcane damage and knocking them back 20 yards. Banish Phase only. To cast this spell, Netherspite will target a random raid member. If that raid member is within range when Netherspite begins to cast, everyone in front of Netherspite will get hit with it. If no one is in range, Netherspite will not cast Netherbreath.
- Empowerment - Undispellable self-buff that increases damage by 200%. Cast during Portal phase a few seconds after beams come up and will remain for the whole phase.
- Enrage - After 9 minutes, Netherspite will enrage, increasing all his damage done by 500%.
Strategy
Survival Basics
- Everyone must have the ability to survive two Netherbreaths in a row or 9k damage. This means you need to be able to take 4500 damage and eat a health stone or health pot or shield or bandage in order to survive the next 4500 hit that can sometimes be cast right after the first one.
- Shadow Resistance helps mitigate the damage you take from his Nether Burn aura during the Portal Phase.
- Your tanks must be able to survive for 30 seconds with little to no healing. They can use trinkets, shield wall, potions, healthstones ect.
Portal Phase
- The Portal Phase lasts for 60 seconds.
- At the beginning, three portals will appear at stationary places around the room. They will Red, Green and Blue. Though the portals will stay in the same place, the colors can change at the start of each Portal Phase. Shortly after appearing, the portals will shoot beams of light at Nethespite which will heal and buff him if not dealt with.(See Dealing with the Portals and Beams below)
- Tanks must alternate tanking Netherspite at the beginning of each Portal Phase.
- Healers will have raid target icons placed over their heads and need to stay between the blue and red beams. Raid members who are not in charge of blocking beams, need to stay in the healers range in order to get healed.
- Netherspite will aggro whoever is in the Red beam. Because of this, DPS can be a little more aggressive in pouring out the damage against Netherspite.
Banish Phase
- The Banish Phase lasts for 30 seconds.
- Netherspite will appear to banish himself and usually will not move from the position he is in. He can pivot in place but he won’t move.
- All raid members except the tank who was in the green beam need to run to the furthest wall behind the golden stage and telescrope. Everyone must be out of Netherspite’s range.
- The tank who took the green beam needs to get Netherspite’s aggro and face him towards the entrance (away from the raid). This tank will need to use trinkets and other abilities for damage mitigation because he/she will get little to no healing until the Portal Phase.
- The tank who took the red beam needs to run with the rest of the raid.
- Healers need to make sure the green beam tank is topped off when the Banish Phase begins and need to throw any HoTs on him while they run away.
- 2-3 seconds before the Portal phase begins the raid may start to run back into range so they can intercept the necessary portals and beams when they appear.
Explanation of Portals and Beams
- Each Beam has a stacking buff and a stacking debuff associated with it for players who step into the beam. Each beam, if left alone, will give Netherspite a different buff.
- The colored beams come from their respective portals and will shoot out from the portal and center on Netherspite. If Netherspite is moved, people in the beams may need to move as well to stay between the portal and Netherspite.
- If a player exits the beam and allows the stacking buff/debuff to expire they will gain a debuff called Nether Exhaustion which will prevent them from intercepting that color beam for 90 seconds. This is why tanks need to alternate Red and Green beams during the Portal Phase. This is also why you need to have DPS alternate who takes the Blue Beam during each Portal Phase.
The Red Beam - Perseverance
- Lasts for 20 seconds after leaving the Red Beam.
- Netherspite Buff: Damage taken reduced by 1% per stack.
- Player Buff: Netherspite will aggro you.
- Player Buff: Damage taken is reduced by 1% per stack.
- Player Buff: Defense is increased by 5 per stack.
- Player Buff: Health is modified. The first tick will give you an additional 31,000 health. Each stack after the first will take away 1000 health until you have no health.
- Player Buff: Each tick/stack will replenish full health.
The Green Beam - Serenity
- Lasts for 10 seconds after leaving the Green Beam.
- Netherspite Buff: Heals for 4000 per tick, doubling every tick.
- Player Buff: Healing done is increased by 5% per stack.
- Player Buff: Spell ability cost is reduced by 1% per stack. This includes rage, energy and mana.
- Player Buff: Maximum mana is reduced by 200 per stack until you have no mana.
- Player Buff: Each tick/stack will replenish full mana to the new maximum.
The Blue Beam - Dominance
- Lasts for 8 seconds after leaving the Blue Beam.
- Netherspite Buff: +1% Spell Damage increase per stack.
- Player Buff: Damage done is increased by 5% per stack.
- Player Buff: Healing received is reduced by 1% per stack.
- Player Buff: Damage taken is increased by 8% per stack.
Dealing with the Portals and Beams
- Beams must be blocked by raid members.
- On the first Portal Phase, the MT should take the Red Beam. On the second Portal Phase the OT should take the Red Beam since the MT will now have Red Nether Exhaustion. On the Third Portal Phase, the MT will take the Red Beam again and on the Fourth the OT will take it.
- To avoid loosing all health the tank in the Red Beam should side step in and out of the beam every few seconds. Generally speaking, 3 seconds in the beam, 2 seconds out of the beam. Tanks do not want to stay out of the beam for too long or they will risk getting the Nether Exhaustion debuff which will not allow them to take the red beam back.
- Whichever tank is taking the Red Beam, the opposite tank needs to take the Green Beam. Tanks should not leave the Green Beam at any time. Tank in this beam can move forward and melee Netherspite to keep up on aggro and rage, as long as the green beam does not touch Netherspite and heal him. If the tank is able to melee Netherspite, it makes the transition, from Portal Phase to Banish Phase, a little bit easier.
- If a Healer is running very low on mana, they can take the green beam for one tick to replenish full mana.
- The Blue Beam needs to be handled by the DPS classes. You will need to have 4 DPS classes to rotate in the beam. Two are for the first and third portal phases, two are for the second and fourth portal phases. DPS of choice would be magic DPSers and/or people with a high amount of health.
- The first DPS person in the blue beam needs to simply stay in the beam and block it while DPSing Netherspite. Once that person gains 25-30 stacks of the buff/debuff they need to step out of the beam and let their partner take it for the remainder of the phase. After stepping out of the beam, the DPS should pop a trinket or ability and unload on Netherspite because for 8 seconds, they will have a LOT of increased DPS. DPS classes in the blue beam or who have the buff/debuff currently on them need to be especially careful of the Void Zones because it can one-shot them if they don’t move immediately.
- If a warlock and/or shadow priest is available they should be in charge of blocking the Blue Beam for an entire phase instead of having two DPS trading places in the blue beam. The warlock/shadow priest needs to keep doing drain life and VE/VT-MindFlay in order to heal themselves for the amount of damage they will be taking from the Nether Burn aura.
Positioning
Netherspite should be tanked on the edge of the ‘stage’ where the stage step meets the floor. This will keep him far enough away from the rest of the raid during the Banish Phase.

Rolls
Tanking
- Warriors – See instructions for Tanks below.
- Druids – When in the Green Beam, don’t shift out of bear form or you might get stuck that way with no mana to change.
- Paladins – When you are in the Green Beam, have a mana pot handy to use if needed when Netherspite switches to the Banish Phase. Don’t drink the mana pot until your Green Beam buff is gone though or it will go to waste.
- ALL TANKING CLASSES- If you’re in the red beam, stay in the beam for 3 seconds and jump out of it for 2 seconds. If you are in the green beam, don’t move out of it at any time. You can move forward and melee Netherspite but make sure the beam stay on you. You will alternate with the other tank between the red and green beams. If you had the red beam, you will run away with the rest of the raid during the Banish Phase at the next portal phase you will take the green beam. If you had the green beam, you will tank Netherspite during the Banish phase and pick up the red beam in the next portal phase. Use your trinkets and mitigation abilities during the Banish phase if you are currently tanking because you will get little to no healing for 30 seconds.
Healing
- Priests – Prayer of Shadow Protection needs to be applied before the fight. Use Prayer of Mending often and use your PW:Shield on the blue beam DPS as needed and especially when they are getting close to 25 stacks.
- Druids – Keep HoTs up on everyone during the Portal Phase.
- Paladins – If there is no Prayer of Shadow Protection available, use your Shadow Resistance Aura.
- Shamans – Chain heal is very helpful for the DPS classes during the Portal Phase.
- ALL HEALING CLASSES – Healing can be frantic during the Portal Phase. Keep a close eye on the Blue Beam DPSers and the Green Beam Tank. The Green Beam tank needs to be topped off and all HoTs available applied to him when the Banish Phase starts. Unless Netherspite manages to do Netherbreath on the raid during the Banish Phase, stand still and regen mana. If you are really low on mana, you can cross into the green beam and get one tick that will replenish all your mana. Be sure to warn the Green Beam Tank before doing this.
Melee DPS
- Rogues – See instructions for Melee DPS below.
- Shamans – Throw your racial heal at the Green Beam Tank when he moves in to get Netherspite’s aggro at the beginning of the Banish Phase.
- Druids – Watch for healers needing an Innervate.
- Warriors – See instructions for Melee DPS below.
- Paladins – If you are asked to take the Blue Beam, you can bubble afterwards and remove the buff/debuff and save the healers mana.
- ALL MELEE DPS – Wait for the tank to get into the Red Beam before attacking Netherspite. You may be asked to help with the Blue Beams as needed. Listen to the Raid Leaders or your Blue Beam partner for instructions on when to take the Beam from them. Healers will have icons over their heads so you can see where they are at. Stay within range of them if you want heals. During the Banish Phase, bandage yourselves so the healers can regen mana.
Ranged DPS
- Hunters – If you want your pet to live, you may have to keep your own HoT on it.
- Druids – Watch the healers for needed Innervates.
- Mages – See instructions for Range DPS below
- Priests – If you are Shadow, you will be asked to take the blue beam for a full Portal Phase. Keep your VE/VT up and just mind flay the healing you will do will make up for the damage you will take. Watch out for Void Zones because they will one shot you if you are not quick on your feet.
- Warlocks – You will be asked to take the blue beam for a full Portal Phase. Keep your drain life up because the healing you will do will make up for the damage you will take. Watch out for Void Zones because they will one shot you if you are not quick on your feet.
- ALL RANGED DPS - Wait for the tank to get into the Red Beam before attacking Netherspite. You may be asked to help with the Blue Beams as needed. Listen to the Raid Leaders or your Blue Beam partner for instructions on when to take the Beam from them. Healers will have icons over their heads so you can see where they are at. Stay within range of them if you want heals. During the Banish Phase, bandage yourselves so the healers can regen mana.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- On Banish Phase, Run to the back wall behind the Telescope. Bandage yourselves and regen mana.
- On Portal Phase, find the correct color portals and get to your Beam assignments quickly.
- Red Beam Tank – 3 seconds in the Beam, 2 seconds out. Run away on Banish Phase. Take Green Beam next.
- Green Beam Tank – Stay in the beam, and don’t loose it to Netherspite. Tank Netherspite on Banish Phase and take Red Beam next.
- Blue Beam DPS – Rotate and Communicate with each other.
- Get out of Void Zones
- Stay near the healers.
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Prince Malchezaar 
Abilities
Prince
- Basic Melee – Approx 1k-3k damage on a tank.
- Summon Infernal – Infernals fall from the sky, landing at random places. Approx 3 seconds after landing, infernals will cast a Hellfire AoE for 180 seconds before despawning. They do not move and cannot be targeted or attacked. In Phase One and Two the cooldown for summoning an Infernal is 45 seconds. In Phase Three the cooldown is 15 seconds.
- Shadow Nova – Shadow AoE plus Knockback. 3 second cast, 3000 damage. In Phases One and Two he casts Shadow Nova approx 4 seconds after Enfeeble (see below). In Phase Three he casts at random.
- Enfeeble – Chooses 5 targets at random (exluding the highest target on the aggro table) and reduces their health to 1 hit point for approx 7 seconds. Enfeebled targets cannot be healed but will be brought back to previous health when Enfeeble expires. Does not affect pets. Not dispellable. Phase One and Two only.
- Shadow Word: Pain – Instant cast DoT that deals 1500 shadow damage per tick. Can be dispelled. In Phase One, only cast on the highest aggro target in the aggro table. In Phase Three, cast at random targets.
- Parry - Instant. Avoids a frontal melee attack. Speeds his next attack by 40%. Phase Two Only.
- Thrash – Two rapid additional attacks. Used at random but no more often than 5 seconds. Phase Two Only.
- Sunder Armor – Reduces the Armor of the target highest on the aggro table. Phase Two Only.
- Amplify Damage – Double damage taken from all sources. Cast on a random target and not dispellable. Phase Three Only.
- Flying Axes – Summons flying axes that target a random raid member and attacks them. Deals 400 damage at first but damage increases over time to up to 2000. Cannot be targeted. Phase Three Only.
Strategy
Phase One (100%)
Prince casts Shadow Word: Pain on the tank, summons Infernals, casts Enfeeble and casts Shadow Nova.
- Tank Engages Prince and puts his back to a wall to avoid knockback from Shadow Nova. You will not be able to see much, be sure to keep communicating with the raid.(See Positioning)
- Ranged DPS, Magic DPS and healers stay at least 30 yards away. (See Positioning)
- One designated person to keep an eye on where the Infernals are and inform the tank or raid if they need to move and where to move too.
- If you are Melee and get Enfeebled, you need to get 30 yards away in 6 seconds before Shadow Nova goes off. If you are Magic/Ranged/Healer, stay 30 yards away and you’ll be okay.
- DPS white damage, do not use any special abilities or trinkets. Conserve mana as much as possible.
- Dispel SW:Pain
- DPS to 60% Health
Phase Two (60%)
Prince creates a pair of axes for himself, greatly increasing his melee damage. He begins to use Sunder Armor, Thrash and Parry. He continues to summon Infernals, cast Enfeeble and cast Shadow Nova. He stops casting Shadow Word: Pain.
- Tank use all abilities to mitigate damage and best as possible.
- ALL healers maintain HoTs and spam heals to the tank who can take 12,000 damage in the span of 3 seconds.
- ALL DPS use trinkets and abilities to burn him down to 30% as quickly as possible.
Phase Three (30%)
Prince’s axes disappear and he melee’s the tank like in Phase One. He stops using Sunder Armor, Trash, Parry and stops casting Enfeeble. He continues casting Shadow Nova at random. He will summon Infernals more often and will cast Shadow Word: Pain at random targets. He will begin to cast Amplify Damage on random raid members and will summon Flying Axes to attack random raid members.
- Tank continues to use all damage mitigating abilities because healers attention will be focused on the raid members being attacked by axes.
- Healers, watch for members with Amplify Damage and who are being attacked by Flying Axes. Also watch for dispelling of SW:Pain.
- DPS continue to burn down Prince quickly just like in Phase Two.
Positioning
You need to place all the ranged and healers in one group and the tanks and melee dps in the other group. The two groups need to stay at least 31 yards away from each other.

There are some ‘safe’ spots around the edges of the Terrace that Prince is patrolling.

Rolls
Tanking
- Warriors –See Tanking Instructions below.
- Druids – If you are OT, watch for healers needing innervates.
- Paladins – If a healer gets Amplify Damage and axes attacking them, throw a blessing of protection on them.
- ALL TANKING CLASSES- Only one tank is needed for this fight. OT can feel free to go DPS mode. Use your mitigating damage abilities and trinkets during Phase Two and again if you can in Phase Three.
Healing
- Priests – If a melee class gets Enfeebled, shield them as they are running away from Prince. Shield people who have Amplify Damage in Phase Three.
- Druids –See Healing Instructions below.
- Paladins – Use Divine Shield if you get Amplify Damage and axes attacking you in Phase three. If another healer has the same problem, use Blessing of Protection on them. If you can spare time/mana, throw Hammer of Wrath when Prince is at 20% as often as you can.
- Shamans – See Healing Instructions below.
- ALL HEALING CLASSES – Conserve your mana as best you can but don’t be afraid to overheal in Phase Two when the tank will be taking a ton of damage.
Melee DPS
- Rogues – See Melee DPS Instructions below.
- Shamans – See Melee DPS Instructions below.
- Druids – Watch for healers needing an Innervate.
- Warriors – See Melee DPS Instructions below.
- Paladins – Use Divine Shield if you get Amplify Damage and axes attacking you in Phase three. If a healer has the same problem, use Blessing of Protection on them.
- ALL MELEE DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 3 times before attacking. Only do light/white damage in Phase One. Unload in Phase Two. Unload again if you can in Phase Three. Watch out for Enfeeble because you will only have a few seconds to get out of Shadow Nova range. Call out for healing if the axes are attacking you.
Ranged DPS
- Hunters – See Ranged DPS Instructions below.
- Druids – Watch for healers needing Innervates.
- Mages – If you have it, use Ice block to protect yourself if you have Amplify Damage and axes are attacking you.
- Priests – Use shadowfiend only after a Shadow Nova so it does get wasted. Keep up VE/VT to help healing and mana regen.
- Warlocks – Maintain your DoTs. Use Siphon Life if you are being attacked by the axes. Keep a soulstone up on a healer/rezzer as much as possible.
- ALL RANGED DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 3 times before attacking. Do light/white damage during Phase One. Unload everything you can in Phase Two and again if you can in Phase Three. Call out for healing if the axes are attacking you. Stay at least 30 yards away from Prince to avoid Shadow Nova.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- White/Light damage until 60%.
- At 60% pop trinkets and abilities and burn him to 30%.
- Watch out for Infernals, Enfeeble and Shadow Word: Pain
- Healers spam heal from 60%-30%.
- Healers watch for axes attacking raid at 30%
- 30 yards away to get out of Shadow Nova.
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Nightbane
Abilities
Ground
- Basic Melee – Approx 3k-5k damage on a tank.
- Cleave – 6k(plate) to 11k(cloth) damage to three targets in front of Nightbane.
- Smoldering Breath – 3k-4k Fire damage to all targets in front of Nightbane.
- Tail Sweep – 450 Fire damage, knock back and 450 fire damage every 3 seconds for 25 seconds to all targets behind Nightbane.
- Distracting Ash – Reduces chance to hit with melee and spells by 30% for 40 seconds. Dispellable.
- Charred Earth – Nightbane chooses a random player and chars the ground beneath them in a 5 yard radius. Applies a DoT that does 3000 damage every 3 seconds and is undispellable. The DoT goes away on its own once the player leaves the affected area.
- Bellowing Roar – 5 Second Fear with a 2.5 Second Cast and approx 30 second cooldown. Cast every 45 seconds to 1 minute. Resistable.
Flight
- Rain of Bones – 350-450 damage every second to all targets in a 6 yard radius. Nightbane will choose a random person to cast at. Once cast, the player(s) may move away from the area and not be affected by it.
- Summon Restless Skeletons – Summons 5 Restless Skeletons with 13k Health who do approx 500-1000 melee damage. Only cast after Rain of Bones.
- Smoking Blast – 2k damage with an additional 3k fire damage over 18 seconds. The DoT is dispellable. Night bane will shoot a Smoking Blast, at the highest threat targets after entering flight phase, every second for 15 seconds.
- Fireball Barrage – 3-5k fire damage every second raid-wide. Only cast if any raid member is out of range or out of line of sight to Nightbane.
Strategy
- To Summon Nightbane, at least one raid member needs to have completed the Medivh’s Journal Questline and obtained the Blackened Urn.
- Nightbane has only two phases, Ground and Flight. He will go into Flight phase at 75%, 50% and 25%.
- The Tank needs to pick him up quickly (Misdirection helps a lot) and tank him so that the tank’s back is to the rampart wall and Nightbane’s tail is pointed inside the dome.
- Two Healers need to be on the Tank at all times. One healer needs to be on the raid but keeping HoTs (if available) on the tank.
- Melee stays near Nightbane’s back legs and switch sides when Charred Earth appears.
- All Ranged DPS and healers need to stay against one wall or the other(rampart or dome). Then when Charred Earth appears, you can move quickly to the other wall
- Everyone stay out of the Charred Earth. No one should be close enough to the MT to cause him to have to move because of Charred Earth.
- Every effort needs to be made to keep the tank from being feared by Bellowing Roar. Stance dance, Fear Ward, Tremor Totem ect.
- When Nightbane takes flight, everyone should run to the Main Tank and plaster themselves against the wall. When Rain of Bones begins, everyone should move to the opposite wall (Dome) and then DPS the Skeletons down.
- Nightbane will likely be attacking healers with Smoking Blast. All available heals need to be directed at whoever is taking the smoking blast. Anyone who can dispel magic should help the healers and keep the DoT dispelled. Anyone who can throw a heal should help the healers stay alive.
- When Nightbane lands again, Hunters should misdirect to help establish aggro. DPS should finish off the skeletons.
Positioning
Nightbane lands on a small skull as shown below in this aerial view.
Rolls
Tanking
- Warriors –If you are MT, use berserker rage to avoid the fear.
- Druids – If you are MT make sure you have a fear ward and/or tremor totems. During Flight Phase, watch for healers who need assistance healing or who need an innervate.
- Paladins – You will AoE tank the Skeletons when they get summoned during Flight Phase. If you have time to spare, watch for the DoT to be dispelled and/or assist with healing through the smoking blast.
- ALL TANKING CLASSES- Only one tank is needed for this fight. OT can feel free to go DPS mode. Try to hold onto as many skeletons as possible during the Flight Phase so that the healers can focus on staying alive and not having to focus on healing squishy DPS.
Healing
- Priests – If you don’t have a warrior tank, keep Fear Ward on the tank. If you do have a warrior tank, keep Fear Ward on the Main Healer. Dispel the Smoking Blast DoT during Flight Phase.
- Paladins – Use Divine Shield if you get targeted for Smoking Blast. Dispel the Smoking Blast DoT during Flight Phase.
- Shamans – See Healing Instructions below.
- ALL HEALING CLASSES – Conserve your mana as best you can and keep each other alive during the Flight Phase.
Melee DPS
- Rogues – See Melee DPS Instructions below.
- Shamans – You may be asked to help heal during flight phase. Keep Tremor Totems down to help with the fear.
- Druids – Watch for healers needing an Innervate. You may be asked to help heal during flight phase.
- Warriors – Use Berserker Rage to avoid the fear.
- Paladins – You may be asked to help heal or help tank the Skeletons during the Flight Phase. Dispel the Smoking Blast DoT during Flight Phase. Keep Judgement of Wisdom up on Nightbane during Ground Phase to assist with mana consumption.
- ALL MELEE DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 3 times before attacking. Take out the skeletons as fast as you can during Flight Phase and be careful of aggro at the end of Flight Phase. Be sure to stay near Nightbane’s back legs.
Ranged DPS
- Hunters – Use Misdirection on the Tank when Nightbane lands at the beginning and after each Flight Phase.
- Druids – Watch for healers needing Innervates. You may be asked to help heal during flight phase.
- Mages – Do not AoE the skeletons during flight phase so you don’t die since the healers will be very busy.
- Priests – Coordinate with any other priests and keep fear ward up on the tank or main healer. You may be asked to help heal and dispel during the Flight Phase.
- Warlocks – Be sure to keep a soulstone up on the main healer in case they die during the Flight phase. Don’t AoE the skeletons during flight phase so you don’t die since the healers will be very busy.
- ALL RANGED DPS - Wait for Sunders, Lacerates and/or Vengeance to stack 3 times before attacking. Take out the Skeletons as fast as you can during Flight Phase and be careful of aggro at the end of the Flight Phase.
Leaders
Quick Notes
(Copy/paste to the raid before the fight starts to remind them of what the fight is like.)
- Misdirect on the Tank at the start and after Flight Phases.
- Stay out of Charred Earth.
- Stay away from Nightbane’s head and tail.
- Don’t forget your Fear resisting abilities.
- When Nightbane flies, everyone run to the tank. Trade sides on the wall when bones start raining down but don’t get out of Nightbane’s range.
- Kill the skellies and help the healers stay alive. Dispel the DoTs if you can.
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Congratulations!
You've completed Karazhan!
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This
section has recommendations for what kinds of groups to attempt
to create before entering this instance. Please note this is only
to be taken as advice and not as fact.
Karazhan
Groups
When putting together a Karazhan group there are a few things you absolutely have to have and there are some things you can do without. Below you will find a list of what is necessary to have for Karazhan, why it is necessary and a work around if you don't have that class available.
| Class/Type |
Why |
Work-Around |
| Main Tank |
Obviously you need someone who can tank. Warrior, Druid or Paladin will work fine in this position. Make sure they've done their research and has good enough gear to survive. |
N/A |
| Off Tank |
Many trash mob pulls and boss encounters require a secondary tank. This can be an off-spec tank if they have the proper gear for it. Warriors, Paladins, Druids work best. |
Enhancement spec shamans can work as an off tank in some situations. |
| Healers |
You need two healing spec'd healers. If you are just starting Karazhan, you need three. Priests, Shamans, Druids and Paladins. |
If you need a third healer, you can have an off-spec healer who switches to healing gear whenever the situation requires. |
| Priests |
Just about the only crowd control you have available to you will be Shackle Undead, which is a spell priests have. Having two priests in your Kara raid will make it easier. |
Paladins have an undead-only fear spell that can be used. It is not recommended unless you have no other choice. |
| Curing |
You need at least one person who can dispel magic, one who can cleanse poisons, one who can cure disease and one who can remove curses. |
N/A |
| AoE |
You cannot do Illhoof without AoE. Warlock is best. Paladins and Mages would be a second choice. Any other classes do not have sufficient AoE to keep up with the imps. |
N/A |
| Fire Damage |
Opera-Oz is a lot easier with somebody who can do fire damage to control Strawman. Mage or Warlock is fine. |
You can have an off-spec third tank to handle Strawman but it stresses the healers. |
| Enchanter |
You have a chance at some nice enchants dropping in Karazhan. There will also be times where no one needs the loot and shards are valuable. |
N/A |
Below you will find a listing of each class and their general uses in Karazhan. This does not take into account spec. Just the class-wide benefits.
| Class |
Why |
| Druid |
Buffs, Remove Curse, Healing, Tanking, DPS |
| Hunter |
Misdirection, Feign Death, Pet-Tank, Hunter's Mark, Traps, DPS |
| Mage |
Buffs, Food/Water, Spellsteal, Remove Curse, Counterspell, AoE, DPS |
| Paladin |
Buffs, Cleanse disease, poisons, magic. Blessing of Protection, Divine Intervention, Judgements, Healing, Tanking, DPS |
| Priest |
Buffs, Shackle, Dispel Magic, Healing, DPS |
| Rogue |
Kick, Evasion-tank, Vanish, DPS |
| Shaman |
Buffs, Poison Removal, Shock-Interrupt, Healing, DPS |
| Warlock |
Fear, Banish, Enslave, AoE, Soulstone, Healthstones, DPS |
| Warrior |
Buffs, Tanking, DPS |
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