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Karazhan - All you need to know
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Spax
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PostPosted: Mon Sep 01, 2008 3:31 pm    Post subject: Karazhan - All you need to know  Reply with quote

This is an Outline of what kara will be like. We may or may not use these tactics. It is Completely up to the Raid leader and/or the GM to decide the tactics.
All credit for this goes to http://www.tentonhammer.com/

Table of Contents

   * 1.0 Karazhan Main
         o Karazhan Introduction
   * 2.0 Stables
         o Attumen the Huntsman
   * 3.0 Grand Ball Room
         o Moroes
         o Maiden of Virtue
         o Opera Event
   * 4.0 Menagerie
         o Curator
   * 6.0 Guardian's Library
         o Shade of Aran
   * 7.0 The Celestial Watch
         o Netherspite
   * 8.0 Gamesman's Hall
         o Chess Event
   * 9.0 The Repository
         o Terestian Illhoof
   * 10.0 Netherspace
         o Prince Malcheezar
   * 11.0 Master's Terrace
         o Nightbane

Introduction

Karazhan was Medivh's Tower, long ago before Medivh opened the portal he studied here, and from the looks of it, held a large amount of parties and guests at all times, entertaining them with operas, diners, and galleries. Now, it is a haven for demons and evil entities to haunt, and though some traces of Medivh's magic are still left, it's up to you to eliminate the evil entities within!

Welcome to Ten Ton Hammer's Karazhan Guide! We will take you through the appropiate strategies for every boss, their loot, and how to finish up the questlines you get for this 10-man instance, which is the first you must visit if you intend to go to larger PvE raids!

This guide will assume you are attuned to Karazhan before starting. If you don't know how to get attuned, go here to find out!

Raid Requirements and Attunement

Attunement

Visit our attunement guide to know how you can attune yourself to Karazhan!

Organization

Karazhan is a 10-man dungeon. It is recommended that you bring 2-3 healers, 2 tanks, and the rest DPS classes (1 mage and/or warlock prefered!)
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Spax
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PostPosted: Mon Sep 01, 2008 3:32 pm    Post subject: Reply with quote

Karazhan Guide: The Stables ~ Attumen the Huntsman

Posted June 20th, 2007 by DarkFact

Upon zoning into Karazhan, look at your left, you will see the stables right infront of you. This is the first trash area in Karazhan. The monsters you will fight here are Spectral Chargers and Stallions, and Spectral Stable Hand and Apprentices. These packs will need you to use, ideally, some sort of crowd control for them, be it hunter ice traps, or priest shackles, since the horses hit very hard. Focus fire the horses down since they charge people, then take out the undead stablemasters as you see fit. Before long, you will arrive infront of a horse NPC called Midnight.
Attumen the Huntsman & Midnight
Quick Facts

Attumen has approximately 350,000 Health

Attumen will test if your gear is good enough to be in Karazhan

Remember, you have 25 minutes to kill Attumen before the trash you killed respawns!
Strategy:

Midnight will begin the encounter. You must have one of your tanks attack him, and proceed like a normal monster. At 95%, Midnight will summon Attumen to the fight, this is where your main tank will pick him up!

Your goal for this first phase is to bring either Midnight or Attumen down to 25% - Midnight recommended.
Abilities:
Attumen

Melee damage 1600-2100 on tanks, around 8000 on cloth (meaning death) - he must be picked up immediately after he spawns, but remember, he is immune to taunt, but he can be disarmed!
Shadow Cleave: 4000 damage cleave
Curse: 50% less chance to hit with spells and melee, must be removed by Druids or Mages
Midnight

Melee damage ~1800 on tank

When either reach 25%, Attumen will mount up, and regain 100% health, becoming one with Midnight.

Now the fight proceeds as normal, except he will charge the nearest non-melee target for 2000 damage. Have a designated person soak up this damage.

As for healers, you must make sure the tank is always topped off, and people who receive charges have some healing on them, as well as asking the raid to take care of themselves via bandages or healthstones.
Loot

Bracers of the White Stag
Wrist - Leather
+16 Stamina
+18 Intellect
+22 Spirit
Equip: Increases damage and healing done by magical spells and effects by up to 26.

Handwraps of Flowing Thought
Hands - Cloth
+24 Stamina
+22 Intellect
Yellow Socket & Blue Socket
Equip: Improves Spell hit rating by 14
Equip: Increases damage and healing done by magical spells and effects by up to 35.

Vambraces of Courage
Wrist - Plate (634 armor)
+33 stamina
Yellow Socket
Equip: Increases defense rating by 15
Equip: Increases the block value of your shield by 33

Fiery Warhorse's Reins
Requires riding (150)
Use: Summons and dismisses Attumen The Huntsman's steed. This is a very fast mount. Increases speed by 100%

Gauntlets of Renewed Hope
Hands - Plate (906 armor)
+19 Stamina
+29 Intellect
Blue Socket (2)
Equip: Restores 5 mana per 5 sec.
Equip: Increases healing done by spells and effects by up to 62

Harbinger Bands
Wrist - Cloth
+21 stamina
+21 intellect
+14 spirit
Equip: Increases damage and healing done by magical spells and effects by up to 26.

Whirlwind Bracers
Wrist - Mail
+19 Stamina
+20 Intellect
Equip: Increases healing done by spells and effects by up to 46
Equip: Restores 7 mana per 5 sec

Schematic: Stabilized Eternium Scope
Requires Engineering (375)
Use: Teaches you how to make a stabilized eternium scope.

Gloves of Dexterous Manipulation
Hands - Leather
+35 agility
+22 stamina
Red Socket
Blue Socket
Equip: Increases attack power by 42

Spectral Band of Innervation
Finger
+22 Stamina
+24 Intellect
Equip: Increases damage and healing done by magical spells and effects by up to 29

Stellhawk Crossbow
Crossbow
155-288 Damage Speed 2.80
79.1 Damage per Second
Equip: Improves hit rating by 15
Equip: Increases attack power by 30

Worgen Claw Necklace
Neck
+20 Agility
+21 stamina
Equip: improves hit rating by 17
Equip: Increases attack power by 42

Gloves of Saintly Blessings
Hands - Cloth
+27 Stamina
+25 Intellect
+25 Spirit
Red Socket & Blue Socket
Equip: Increases healing done by spells and effects by up to 40

Stalker's War Bands
Wrist - Mail
+21 Agility
+18 Stamina
+17 Intellect
Equip: Increases attack power by 44

Once you're done with Attumen, head to the next room, you will see 5 spectral monsters and a blacksmith. If you have enough reputation (honored) with the violet eye, you will be able to repair and buy recipes from that vendor.
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PostPosted: Mon Sep 01, 2008 3:32 pm    Post subject: Reply with quote

Karazhan Guide: The Banquet Hall ~ Moroes

Posted June 22nd, 2007 by DarkFact

After defeating Attumen, head back to where you started and go up the flight of stairs at the other end. After a few pulls that contain either lots of non-elite ghosts, or one or two elite ghosts, you will be facing Moroes and his party at the Banquet Hall. This is assuming you head to your left as you go up the stairway. Moroes requires some planning but altogether he is not very tough for a serious raid group.
Trash Monsters

Ghostly Steward - Elite Monster that must be disarmed if possible. Cannot be crowd controlled, hits hard on the tank and will enrage at 20%. Be careful of his special move that stuns for 3 seconds and hits for ~2000!


Phantom Attendant - Cannot be taunted, is able to heal with his shadow damage. You can shackle these.


Phantom Guest - Non-Elite monsters that come in groups of up to 10. Heals on the Tank are very needed, as is AoE if you have it, seed of corruption and mage arcane explosion are best. Keep your warlocks and mages up after they go in!


Skeletal Waiter - Elite that must be solo-pulled at best. Can be shackled*, casts a spell that may drop your armor down to 0.


Spectral Retainer - Cannot be shackled, uses Mind Control and shadow healing; kill quickly to avoid damage!


Phantom Valet - normal monster, hits very hard, try to solo or dual pull these.

Onward to Moroes and his gang!
Moroes
Quick Facts

Moroes has approximately 378,000 HP yet has 4 undead followers that will need to be controlled before defeating him.
Strategy

As mentioned, Moroes will spawn with a random 4 out of 6 possible monsters imitating real player classes to fight with him. They are as follows:

Baron Rafe Dreuger, who acts like an offensive paladin. Dispels and blesses his group.


Baroness Dorothea Millstipe who acts like a shadow priest. Casts mana burn


Lady Catriona Von'Indi who acts like a holy priest. Heals and dispels.


Lady Keira Berrybuck who acts like a holy paladin. Heals, dispels, and blesses her group.


Lord Crispin Ference who acts like a protection warrior. Tough to kill due to his high hitpoints.


Lord Robin Daris who acts like a mortal strike warrior. Does AoE damage, hits very hard.

Caster types have between 55 and 65k HP, while the warriors have 80k HP

The key to this fight is crowd control, and selective killing of the most dangerous (or annoying) adds for your group. Moroes's adds may be shackled and feared by paladins, as well as ice trapped by hunters. Use your crowd control abilities wisely and kill off the priest(s) if you have them so they do not mana burn or heal their friends. Also, you may use crippling and/or mind-numbing poison on the adds chosen to be killed to help out.

Moroes himself has a few abilities you need to watch out for;
Abilities

Melee: 1600~2500 on tanks


Vanish: Doesn't wipe aggro, lasts 2-3 seconds.


Garrote: Moroes will garrote a random person in the raid after his vanish, doing 1000 HP damage per 3 seconds for 5 minutes, meaning you will need to either remove it via ice block, stoneform, divine shield, or heal through it. Watch for your low HP members and Garrote, this can quickly end an attempt if you're careless!


Blind: He will sometimes blind a random melee person on him. It can be done on a tank. Can be dispelled.


Gouge: Gouges the highest person on threat then goes for the second highest.


Enrage: He will enrage at 30%, obtaining a damage buff.

Be careful to dispel Blind as soon as you see it; should your main tank and offtank get gouged and blinded Moroes will run free and start killing people off! In addition, if blind isn't being dispelled, the remaining tank may turn his back on Moroes to avoid being gouged while blind wears off.

Once you have successfully crowd controlled Moroes's group and taken him down, it's time to see the loot!
Loot

Edgewalker Longboots
Feet - Plate
250 Armor
+29 Agility
+28 Stamina
Red Socket
Yellow Socket
Socket Bonus: +3 Hit Rating
Durability 60 / 60
Requires Level 70
Equip: Improves hit rating by 13.
Equip: Increases attack power by 44.

Nethershard Girdle
Waist - Cloth
109 Armor
+22 Stamina
+30 Intellect
+22 Spirit
Durability 35 / 35
Requires Level 70
Equip: Increases damage and healing done by magical spells and effects by up to 35.

Royal Cloak of Arathi Kings
Back
97 Armor
+26 Strength
+31 Stamina
Requires Level 70
Equip: Improves hit rating by 16.

Shadow-Cloak of Dalaran
Back
97 Armor
+19 Stamina
+18 Intellect
Requires Level 70
Equip: Increases damage and healing done by magical spells and effects by up to 36.

Signet of Unshakable Faith
Off Hand
+19 Stamina
+21 Intellect
+22 Spirit
Requires Level 70
Equip: Increases healing done by spells and effects by up to 37.

Emerald Ripper
Unique
Dagger
Speed 1.80126 - 189 Damage
(87.5 damage per second)
+19 Agility
+18 Stamina
Durability 75 / 75
Requires Level 70
Equip: Increases attack power by 36.

Idol of the Avian Heart
Unique
Idol
Requires Level 70
Equip: Increases the amount healed by Healing Touch by 136.

Formula: Enchant Weapon - Mongoose
Binds when picked up
Requires Enchanting (375)
Use: Learn how to permanently enchant a Melee Weapon to occasionally increase Agility by 120 and attack speed slightly.

Moroes' Lucky Pocket Watch
Unique
Trinket
Requires Level 70
Equip: Increases your dodge rating by 38.
Use: Increases dodge rating by 300 for 10 seconds.

Boots of Valiance
Feet - Plate
997 Armor
+28 Stamina
+28 Intellect
Durability 75 / 75
Requires Level 70
Equip: Improves spell critical strike rating by 25.
Equip: Increases healing done by spells and effects by up to 55.

Brooch of Unquenchable Fury
Neck
+24 Stamina
+21 Intellect
Requires Level 70
Equip: Improves spell hit rating by 15.
Equip: Increases damage and healing done by magical spells and effects by up to 26.

Crimson Girdle of the Indomitable
Waist - Plate
816 Armor
+16 Strength
+36 Stamina
Red Socket
Yellow Socket
Socket Bonus: +3 Parry Rating
Durability 55 / 55
Requires Level 70
Equip: Increases defense rating by 24.
Equip: Increases your shield block rating by 20.

Belt of Gale Force
Waist - Mail
457 Armor
+27 Stamina
+28 Intellect
Durability 50 / 50
Requires Level 70
Equip: Restores 10 mana per 5 sec.
Equip: Increases healing done by spells and effects by up to 59.

Once you're done, head back to the Ball Room and get ready to go to the floor above, where the Maiden of Virtue awaits you! Also, up next will be the first quest item you will be needing to obtain from the bedroom quarters if you have the main Karazhan questline.
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PostPosted: Mon Sep 01, 2008 3:33 pm    Post subject: Reply with quote

Karazhan Guide: The Guest Chambers ~ Maiden of Virtue

Posted June 26th, 2007 by DarkFact

<< Return to Ten Ton Hammer's Guide to Karazhan

Once you're done with Moroes, head back to the Banquet Hall, and go up the stairs at the bottom left corner as you walk in - you will now be entering the area with the Guest Chambers after a few more Valet Pulls in the floor above! Remember, aside from this being the pathway to the Maiden of Virtue, it is also where you will find the first quest item within Karazhan, the journal you are sent for. Check back later for a full quest walkthrough once the boss guides are done for the quest details.
Trash Monsters

Night Mistress - She will transform into her true form at 50%, removing all her debuffs. She has a shadow damage DoT that hits someone for 3000 over 10 seconds, and uses both Shadow Bolt and Searing Pain on your raid.


Concubine - She will transform, like the Night Mistress, at 50%, Seducing everyone in AoE range. Uses two debuffs that could either make you hurt yourself when dealing damage, or heal your target when dealing damage.


Wanton Hostess - Has an aura that reduces physical damage by 50%, transforms at 50% like the others, using an AoE silence to those near her.


Spectral Sentry - Uses Multishot on your raid, spread out to avoid mass damage!


Phantom Guardsman - Can knock you down, stunning you for a few seconds, and summon a hound to aid him.

For these pulls, CC (Crowd Control) is preferred via shackles or ice traps to avoid having multiple of these monsters using their abilities on your raid at once!

Now for the main part, the Maiden of Virtue!
Maiden of Virtue
Quick Facts

The Maiden of Virtue has approximately 376,000 HP
Strategy

There are many ways to dealing with the Maiden of Virtue, some are very creative while some are more straight-forward. We will go over the most basic setup and positioning to make this as easy as possible for your raid!

The Maiden of Virtue's main abilities consist of repentance (stunning you for 5-6 seconds) and Holy Fire / Wrath on random party members. For this to be minimized and not cause a wipe, you will need to spread out. Assign DPS to spread all across the room so that ranged DPS is separated from each other, yet in range for heals (healers should spread out too).

Once everyone is spread out in her circle-shaped room, it's time for the pull - the tank should tank her right where she is at, and melee should follow close behind him to do their job. Ranged should attack her normally but be mindful of Holy Fire and Repentance, she will use them on everyone yet they can be broken several ways:

- Berserker Rage will break or make the tank immune to repentance, same for Hunters with Beast Within.

- Blessing of Sacrifice will break both paladin and tank out of it early thanks to damage sharing.

Make sure to have healers capable of decursing and avoid to have 2-3 people in one same spot to avoid Holy Wrath from chaining too high and doing massive damage to your party!

Grounding totems can help keep the Holy Fires down should you have 2 shamans doing them constantly.

Make sure to always have everyone in range of a cleanser! this is a must, since Holy Fire deals a lot of damage and should be removed as soon as possible.
Abilities


Melee: 2000-3000 normal hit, 3000-4000 crushing blows on a tank every swing.

Holy Fire: 3000-3500 fire damage + 1750 fire damage over 12 seconds DoT. Must be dispelled! May target pets. Maiden uses this ability on non-melee targets.

Holy Wrath: AoE holy attack - 2000 to the first target, 3000 to the second, 4000 to the third, and it can escalate way faster should it hit more. Spread out to avoid this!

Repentance: Incapacitates all players except her target for up to 12 seconds, broken by damage. Does 2000-2500 damage over time to all in repentance. Prepare for it - 25 seconds per cast or so.

Holy Ground: Maiden's version of consecration, does 200-300 damage per 2 seconds and has a silence effect initially for 1 second on melee attackers.

Cleansing Holy Fire and keeping your ranged DPS up is the key to victory, keep heals over time on your tank to avoid him getting killed by an unlucky hit.

So what does Maiden of Virtue drop?
Loot

Boots of Foretelling
Cloth - Feet
+27 Stamina
+23 Intellect
Red Socket & Yellow Socket
Socket Bonus: +3 Intellect
Equip: Improves spell critical strike rating by 19.
Equip: Increases damage and healing done by magical spells and effects by up to 26.

Bands of Indwelling
Cloth - Wrist
+22 Stamina
+18 Intellect
+20 Spirit
Equip: Increases healing done by spells and effects by up to 46.


Bands of Nefarious Deeds
Cloth - Wrist
+27 Stamina
+22 Intellect
Equip: Increases damage and healing done by magical spells and effects by up to 32.


Bracers of Maliciousness
Leather - Wrist
159 Armor
+25 Stamina
Equip: Improves critical strike rating by 22.
Equip: Increases attack power by 50.

Gloves of Quickening
Mail - Hands
+22 Stamina
+24 Intellect
Blue Socket & Red Socket
Socket Bonus: +3 Agility
Equip: Improves critical strike rating by 17.
Equip: Increases attack power by 52.
Equip: Restores 4 mana per 5 sec.


Gloves of Centering
Mail - Hands
+25 Stamina
+20 Intellect
Blue Socket & Red Socket
Socket Bonus: +3 Intellect
Equip: Equip: Increases healing done by spells and effects by up to 62.
Equip: Restores 6 mana per 5 sec.


Bracers of Justice
Plate - Wrist
634 Armor
+22 Stamina
+22 Intellect
Equip: Improves spell critical strike rating by 16.
Equip: Increases healing done by spells and effects by up to 46.


Barbed Choker of Discipline
Neck
+39 Stamina
Equip: Increases defense rating by 16.
Equip: Increases your dodge rating by 21.

Iron Gauntlets of the Maiden
Plate - Hands
+39 Stamina
Red Socket & Yellow Socket
Socket Bonus: +4 Block Rating
Equip: Increases defense rating by 16.
Equip: Increases your shield block rating by 17.
Equip: Increases the block value of your shield by 38.


Mitts of the Treemender
Leather - Hands
+25 Stamina
+22 Intellect
+14 Spirit
Blue Socket & Yellow Socket
Socket Bonus: +3 Spirit
Equip: Increases healing done by spells and effects by up to 64.


Shard of the Virtuous
Mace - Main Hand
(41.3 damage per second)
+22 Stamina
+20 Intellect
Equip: Increases healing done by spells and effects by up to 348.
Equip: Restores 6 mana per 5 sec.


Totem of Healing Rains
Totem - Relic
Equip: Increases the base amount healed by Chain Heal by 87.
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PostPosted: Mon Sep 01, 2008 3:38 pm    Post subject: Reply with quote

Karazhan Guide: Opera Halls ~ Opera Event

Posted June 29th, 2007 by DarkFact

<< Return to Ten Ton Hammer's Guide to Karazhan

Having defeated the Maiden of Virtue, all that's left to do in this "Wing" of Karazhan is the Opera Event! Head back to the second floor of the Ball Room and go to the very end of the room, a few more spectral dancers and valets will be on your way, then you will fight the Opera's trash monsters.
Trash Monsters

Spectral Performer. These monsters do 2500~3300 damage when they die if they use their Curtain Call ability, as for normal abilities, they use Spotlight to increase the damage done by anyone in the light by 20%, and Bad Poetry, which will make someone sleep for 10 seconds. Kill them quickly as they cannot be Crowd Controlled.


Phantom Stagehand. Throws axes that hit for 2000-2500, cannot be shackled


Ghostly Philanthropist. Uses Ill Gift that does 3000 damage and gets him 1500 mana back. Can't be shackled.


Spectral Patron. Non-elite monsters that come in packs; kill them with AoE spells!


Skeletal Usher Formerly the greatest foes in Karazhan, these like to use Ice Tomb to freeze their current target for 8 seconds, non dispellable. As of the latest 2 patches, you may now shackle them, and they hit a lot weaker! Still, make sure to dispatch them one at a time as soon as possible.

As you reach the end of the road, you will find Barnes the Stagemaster - be aware you must have killed Moroes by this time or he will not be here to let you continue on to the Opera Event. He will then let you walk into the scenario and introduce...
The Opera Event
Quick Facts

The Opera Event has 3 possible encounters, all challenging in their own way. You may get:

A) The Big Bad Wolf

B) The Wizard of Oz

C) Romulo and Julianne (Romeo and Juliet)


The Big Bad Wolf
Abilities

Terrifying Howl - AoE Fear every 25-35 seconds

Little Red Riding Hood - Turns a random member of your raid into a small red gnome girl - you cannot attack or use spells, your armor and resistances are also reduced to 0. The Big Bad Wolf will stop attacking the main tank and go after this person, as the little red riding hood you must run from him in a full circle quickly, avoiding being hit by him until the transformation wears off. Once it does, the wolf will go back to the tank or whoever has highest aggro.
Strategy

Not much strategy here is required - have your tank build threat as usual at the start, watch out for his fears every half a minute and DPS him down. When he casts the Little Red Riding Hood debuff on someone, have that person run and BoP / Heal / Assist him/her so he lives! Also, call off most if not all DPS on the wolf as this transformation is going on, since your tank will likely not have time to continue building aggro until the wolf stops chasing Red Riding Hood.

Once you have the timing down, you will have defeated the Big Bad Wolf and finished everything in this side of Karazhan!
The Wizard of Oz
Abilities

The Wizard of Oz event is unique in the fact it has you kill 4 boss monsters first, then the final boss when the rest are dead. Monsters you will fight are:

Dorothee - Water Bolt (1500-2500 Frost Damage to a random raid member, not interruptible), AoE Fear, Summon Tito. She will enrage if Tito dies while she lives.

Tito - Silence/Pacify Yip for 2 seconds.

Tinhead - Cleave (up to 3)

Roar - AoE Fear - Susceptible to Fear effects (but not Death Coil)

Strawman - Stun - susceptible to fire damage, will make him be disoriented when struck with fire abilities.

The Crone - Cyclone - kicks players up in the air, interrupting casting, must be avoided by moving out of the way. Chain Lightning - attack that hits people successively if they're close to one another for increasing nature damage, spread out!
Strategy

Dorothee will attack the raid first, but isn't tankable. Have your tank watch out for Tinhead and Roar initially, Tinhead will begin to rust over time and will be able to be kited once enough rust has gathered, and Roar is able to be feared around by priests, hunters, or warlocks to keep him under control.

Strawman should be killed first since he's prone to fire damage and to be quickly killed, those without fire damage can attack Dorothee - once Dorothee and Strawman are dead, kill Tito off, and regain control of Roar, move him away from the raid so people don't get feared, and have a second tank ready to pick him up once he uses his AoE fear.

Finally, kill off Tinman.

Once every monster is dead, the Crone will appear - send your main tank in, and spread out to avoid her Chain Lightning and Cyclones. Watch out for her cyclones and burn her down as fast as possible, she does not have a lot of health.
Romulo and Julianne

This event has you fight Julianne alone first, then Romulo alone, and finally both together.
Abilities

Julianne - Eternal Affection: Heals a great amount of HP to herself or an ally. Interrupt at all costs. 2 second cast.
Powerful Attraction: Stuns for 6 seconds, 1.5 second cast.
Blinding Passion: Holy. 6000 holy damage over 15 seconds to someone, with 1500 dealt as direct damage initially.
Devotion: Holy damage and casting time increased by 50% - dispel this quickly before it becomes a problem.

Romulo - Backward Lunge - strikes at an enemy behind him for quite a bit of damage
Deadly Swathe: strikes enemies infront of him for ~2000-3000, up to 3 enemies.
Poisoned Thrust: Lowers stats by 10%, can stack - this ability can be de-poisoned.
Daring: Romulo's version of Devotion, 35% increased damage output and casting time, dispel quickly.
Strategy

For the first two phases, it is recommended you hold back your mana and attacks and burn both of them down moderately slow so you don't waste a lot of DPS/Healer mana, and as the third phase starts, spread both of them away from each other, and have melee focus on Julianne, and casters on Romulo. Once they're both very low on health, you must kill them both quickly and within 10 seconds of each other, or they will revive with full health. Make sure to be coordinated perfectly or you will suffer!

Once you're done with the Opera Event, let's see what our loot can be!
Loot
Big Bad Wolf Event

Big Bad Wolf's Head
Mail - Head
659 Armor
+42 Stamina
+40 Intellect
Equip: Improves spell critical strike rating by 28.
Equip: Increases damage and healing done by magical spells and effects by up to 47.


Big Bad Wolf's Paw
Unique
Fist Weapon - Main Hand
87.6 damage per second
+17 Agility
+18 Stamina
Equip: Improves critical strike rating by 20.


Red Riding Hood's Cloak
Back
97 Armor
+16 Stamina
+22 Intellect
Equip: Increases healing done by spells and effects by up to 48.
Equip: Restores 7 mana per 5 sec.


Wolfslayer Sniper Rifle
Gun
(79.1 damage per second)
+15 Agility
Durability 90 / 90
Requires Level 70
Equip: Increases attack power by 32.
Wizard of Oz Event

Blue Diamond Witchwand
Wand
161.0 damage per second
+13 Intellect
+11 Spirit
Equip: Increases healing done by spells and effects by up to 29.


Legacy
Axe - Two-Hand
114 damage per second
+40 Agility
+46 Stamina
Equip: Increases attack power by 80.
Equip: Restores 8 mana per 5 sec.
"Legend tells of this axe being wielded by Draenei exarchs since the time of their banishment from Argus."


Ruby Slippers
Cloth - Feet
+33 Stamina
+29 Intellect
Equip: Improves spell hit rating by 16.
Equip: Increases damage and healing done by magical spells and effects by up to 35.
Use: Returns you to <home location>. Speak to an Innkeeper in a different place to change your home location.
"There's no place like home."


Wicked Witch's Hat
Cloth - Head
+37 Stamina
+38 Intellect
Equip: Improves spell critical strike rating by 32.
Equip: Increases damage and healing done by magical spells and effects by up to 43.
Romulo and Julianne Event

Blade of the Unrequited
Unique
Dagger - One-Hand
87.5 damage per second
+13 Stamina
Red Socket & Yellow Socket & Blue Socket
Socket Bonus: +8 Attack Power
Equip: Improves critical strike rating by 9.
Equip: Increases attack power by 18.


Masquerade Gown
Cloth - Chest
+34 Stamina
+32 Intellect
Equip: Increases healing done by spells and effects by up to 88.
Equip: Chance on spell cast to increase your Spirit by 145 for 15 secs.


Despair
Sword - Two-Hand
105.6 damage per second
+37 Strength
Chance on hit: Attempts to impale the target, causing 600 damage.


Romulo's Poison Vial
Unique
Trinket
Equip: Your melee and ranged attacks have a chance to inject poison into your target dealing 222 to 332 Nature damage.
Equip: Improves hit rating by 35.
Items from all events

Trial-Fire Trousers
Cloth - Legs
+42 Stamina
+40 Intellect
Yellow Socket (3)
Socket Bonus: +5 Spell Damage
Equip: Increases damage and healing done by magical spells and effects by up to 49.


Earthsoul Leggings
Leather - Legs
+25 Stamina
+30 Intellect
+24 Spirit
Yellow Socket & Blue Socket (2)
Socket Bonus: +4 Spirit
Equip: Increases healing done by spells and effects by up to 81.


Eternium Greathelm
Plate - Head
1178 Armor
+31 Strength
+48 Stamina
Red, Yellow and Blue Sockets
Socket Bonus: +4 Dodge Rating
Equip: Increases defense rating by 34.


Ribbon of Sacrifice
Unique
Trinket
Use: For the next 20 seconds, your direct heals grant Fecundity to your target, increasing the healing received by the target by up to 30. Fecundity lasts 10 seconds and stacks up to 5 times.
Equip: Increases healing done by spells and effects by up to 73.

Beastmaw Pauldrons
Mail - Shoulder
609 Armor
+24 Agility
+22 Stamina
+23 Intellect
Equip: Increases attack power by 46.
Equip: Restores 8 mana per 5 sec.


Libram of Souls Redeemed
Unique
Libram
Equip: Increases the benefit your Flash of Light and Holy Light spells receive from Blessing of Light by 105.
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PostPosted: Mon Sep 01, 2008 3:45 pm    Post subject: Reply with quote

Karazhan Guide: The Menagerie ~ Curator

Posted July 7th, 2007 by DarkFact

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Head back out of Karazhan and climb the tower near it, opening the gates atop, you will find yourself at the master's stair. Have your raid move up killing the spectres, and into the menagerie. Enemies you will fight here are mostly Arcane Robots, tank normally yet beware of their arcane charge! they will cast it on a party member randomly and make him/her do arcane damage to everyone around him for a few seconds.

Once you're at the Curator's Menagerie, it's time to set up for him!
Facts

The Curator has around 660,000 HP
Abilities

Melee attack: ~3000 on the tank
Astral Flare Summon:. A flare with spawns with ~12k HP, uses chain lightning for ~700 damage, can be tanked but not taunted, melees for arcane damage. Spawns it every 10 seconds until it is out of mana.

Hateful Bolt - An attack that does 4000-5000 arcane damage to the second highest in threat.
Evocation - When the Curator runs out of mana, it will use evocation, allowing him to take up to 200% damage during this phase.
Enrage - At 15%, he will enrage, increasing his attack speed and damage, but will not summon more Astral Flares. Will use bolts more often.
Berserk - 12 minute timer, will kill the raid if he uses it.
Strategy

Select your main tank and hateful bolt offtank. These two must maintain high threat on the curator. Now, as you pull, all your DPS should focus on the flares he summons, while waiting for it to run out of mana. After a few spawns, the curator will enter evocation mode. Finish off all remaining flares and dps him as hard as you can during this phase.

It is a good idea to set a main assist for the flares, however, if your raid is able to stay focused entirely on the


During the fight, the Curator summons an add every 10 seconds until it's out of mana, and then recharges with an Evocation. Since each add costs 10% of its mana this means that there are 10 adds between Evocations. During the Evocations (which last 20 seconds each) it deals no damage, resets its target lists, and will take 200% damage from all attacks.

The first priority in the fight is to get the adds under control. The main damage to the boss is done during Evocations. It is advisable to focus on killing the adds as they are summoned, and damage the curator only while it is casting Evocation. The Curator can also be attacked during the summoning phase if the current flare is dead, but the party must be ready pick up the next one summoned.

During the evocation phase, it won't attack, so you can maximize your DPS then - pop trinkets, cooldowns, and let him have it! an ideal curator kill is 4 or 5 evocation phases long. Make sure to make it quick to not tax your healers!

This fight is very easy once you master concentrating on adds as they spawn, and keeping your tanks up. Use KTM preferably so the second person building threat for the blasts remains so, but doesn't surpass the main tnk. Should the main tank lose #1 threat, he will get blasted, and make this very hard for you to survive.

As for Arcane Resistance, it is not really needed in this fight, as long as your healers are up to par!

Now, let's check out the loot!
Tier 4 Hand Tokens for all classes

Dragon-Quake Shoulderguards
Mail - Shoulder
+28 Stamina
+28 Intellect
Equip: Restores 8 mana per 5 sec.
Equip: Increases healing done by spells and effects by up to 64.


Forest Wind Shoulderpads
Leather - Shoulder
+22 Stamina
+28 Intellect
+24 Spirit
Equip: Increases healing done by spells and effects by up to 66.


Garona's Signet Ring
Finger
+20 Agility
+25 Stamina
Equip: Improves hit rating by 18.
Equip: Increases attack power by 40.


Pauldrons of the Solace-Giver
Cloth - Shoulder
146 Armor
+28 Intellect
+22 Spirit
Equip: Increases healing done by spells and effects by up to 57.
Equip: Restores 10 mana per 5 sec.

Staff of Infinite Mysteries
Staff - Two-Hand
+61 Stamina
+51 Intellect
Equip: Improves spell hit rating by 23.
Equip: Increases damage and healing done by magical spells and effects by up to 185.


Wrynn Dynasty Greaves
Plate - Legs
1269 Armor
+24 Strength
+48 Stamina
Red Socket, Yellow Socket (2)
Socket Bonus: +6 Stamina
Equip: Increases defense rating by 27.
Equip: Increases your dodge rating by 29.
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PostPosted: Mon Sep 01, 2008 3:46 pm    Post subject: Reply with quote

Karazhan Guide: The Guardian's Library ~ Shade of Aran

Posted July 8th, 2007 by DarkFact

<< Return to Ten Ton Hammer's Guide to Karazhan

Following past the Curator's Area, you will find yourself in a series of libraries full of Ethereals, Arcane Robots, and Ghosts. These monsters don't do much of anything you haven't seen before in this zone, except for the Mana Warp elementals. For these, Death Coil, Fear, Stun them at low health to prevent them from exploding for 5500 damage to all nearby. Leave them until the end on these packs. Thankfully, they're not plentiful.

You will eventually reach the Guardian's Library, and inside, the obstacle preventing you from teleporting up here from the entrance, the Shade of Aran.
Facts

The Shade of Aran has 900,000 HP - he is a required monster for the main Karazhan questline.
Abilities


Frostbolt - 3 seconds cast time, ~4000 damage and slowing effect
Fireball - 3 seconds cast time, ~ 4000 damage
Arcane Missiles - Channeled for 5 seconds, 1500 damage each, totalling 7500 damage
Chains of Ice - 10 second stun
Slow - reduces movement speed for 10 seconds
AoE Counterspell - 10 yards from Aran, does it very often, watch out for it if a caster.
Flame Wreath - 5 second cast, makes 3 raid members have a fiery aura. If anyone touches this aura from inside or outside, everyone suffers 8000-9000 fire damage, it is very important not to move when this is active.
Blizzard - 1700 damage per tick, don't be near it, moves in a circular motion throughout the room.
Arcane Explosion - pulls everyone close to him, casts slow and charges an arcane explosion, walk out of this fast to the corners or you will die.
Water Elementals - at 40%, he summons 4 water elementals that do 1000-2000 waterbolts for 40 seconds or until they die. Banish, and fear is suggested.

Mana Recovery - When the Shade of Aran is under 30% mana, he will polymorph the whole raid and begin drinking, then pyroblast the whole raid for 7000 fire damage. If he is interrupted while drinking, he will use a pot and do the pyroblast anyway. Only does this once per battle, next time he will just use a mana pot and continue.

If you take more than 15 minutes to kill him, he will wipe the raid with his Shadows of Aran move.
Strategy

Have everyone take a healthstone and a major HP potion!

Spread your raid out, and have your melee take turns interrupting his normal casts except for Arcane Missiles, since this is easily healable. Go all out, since the Shade of Aran is mostly untankable in the fact he will be attacking random people in the raid, just have them proceed normally and do their best from the start. Aran should be fought at the middle by Melee.

Every 30 seconds, he will cast either Blizzard or Flamewreath. For Blizzard, designate a raid member to follow around behind the Blizzard so you do not get hit. If you're getting hit, head to the center to the other side, you will be counterspelled, but you will survive the Blizzard.

Flamewreath just make sure to stay in place and not move. If you explode, someone moved! you may cast spells and bandage during this, but not move.

Every 10 seconds or so he will pull everyone to him and try to blow you up with his Arcane Explosion, just move out to the sides to avoid it as quickly as possible. You will be slowed, but you have time anyway.

Ideally, try to either kill him fast enough so he is nowhere near empty mana-wise when 40% hits so you can deal with the elementals (they have 10,000 HP each if you want to try and kill them, or just banish/fear), or wait until he runs out to head to the 40% mark. Once he polymorphs and drinks, everyone must use their healthstone as they get hit with the pyroblast or risk being targetted randomly and dying!

Once the elementals are done, just continue normally until he's dead. The elemental spawn is the hard part of the fight, should you conquer that and master staying alive, this boss will not be a problem.
So what does the Shade of Aran drop?

Boots of the Incorrupt
Cloth - Feet
134 Armor
+24 Stamina
+24 Intellect
+23 Spirit
Equip: Restores 8 mana per 5 sec.
Equip: Increases healing done by spells and effects by up to 57.


Boots of the Infernal Coven
Cloth - Feet
134 Armor
+27 Stamina
+27 Intellect
+23 Spirit
Equip: Increases damage and healing done by magical spells and effects by up to 34.


Drape of the Dark Reavers
Back
97 Armor
+24 Agility
+21 Stamina
Equip: Improves hit rating by 17.
Equip: Increases attack power by 34.


Aran's Soothing Sapphire
Held In Off Hand
+22 Intellect
Equip: Increases healing done by spells and effects by up to 51.
Equip: Restores 8 mana per 5 sec.

Pauldrons of the Justice-Seeker
Plate - Shoulder
1087 Armor
+23 Stamina
+26 Intellect
Equip: Improves spell critical strike rating by 22.
Equip: Increases healing done by spells and effects by up to 57.
Equip: Restores 7 mana per 5 sec.


Mantle of the Mind Flayer
Cloth - Shoulder
146 Armor
+33 Stamina
+29 Intellect
Equip: Increases damage and healing done by magical spells and effects by up to 35.
Equip: Increases your spell penetration by 23.


Pendant of the Violet Eye
Trinket
+40 Intellect
Use: Each spell cast within 20 seconds will grant a stacking bonus of 21 mana regen per 5 sec. Expires after 20 seconds.


Rapscallion Boots
Binds when picked up
Leather - Feet
250 Armor
+26 Stamina
Equip: Improves critical strike rating by 24.
Equip: Increases attack power by 82.

Tirisfal Wand of Ascendancy
Wand - Ranged
169 - 314 Shadow Damage
+10 Stamina
+9 Intellect
Equip: Improves spell hit rating by 11.
Equip: Increases damage and healing done by magical spells and effects by up to 15.


Steelspine Faceguard
Mail - Head
659 Armor
+36 Agility
+34 Stamina
+34 Intellect
Equip: Increases attack power by 62.
Equip: Restores 9 mana per 5 sec.


Shermanar Great-Ring
Unique
Finger
223 Armor
+36 Stamina
Equip: Increases defense rating by 23.


Saberclaw Talisman
Neck
+21 Agility
+33 Stamina
Equip: Increases attack power by 46.

Formula: Enchant Weapon - Sunfire
Binds when picked up
Requires Enchanting (375)
Use: Learn how to permanently enchant a Melee Weapon to increase the damage done by your arcane and fire spells by up to 50.
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PostPosted: Mon Sep 01, 2008 3:51 pm    Post subject: Reply with quote

Karazhan Guide: The Celestial Watch ~ Netherspite

Posted July 11th, 2007 by DarkFact

<< Return to Ten Ton Hammer's Guide to Karazhan

Moving out from Aran's room, head west and up through the hallways. You are able to go fight either Netherspite or head toward the Chess Event area, which we will cover later on during the week. For now, clear the last few of the ghostly apparitions and Ethereals, and you will be arriving at the Celestial Watch. Here's one of Karazhan's optional bosses, Netherspite the Dragon. It is recommended you fight him since he has some great gear your raid could benefit from.

So what does Netherspite do?
Abilities

Melee damage - normal 3-4k damage on tank, without his buffs.
Nether Burn: 1200 shadow damage every 5 seconds aura - can be mitigated by Shadow Resist
Void Zone Consumption: 1000 shadow damage every 2 seconds to everyone in the void zone, stay out of it!
Empowerment: +200% damage buff, not dispellable
Enrage: 9 minutes in, Netherspite increases his damage and spams nether burn every second, it's a guaranteed wipe shortly after.
Strategy


There are two phases to this fight - portal phase and banish phase.

Portal phase
This is the phase that starts the fight, Netherspite will open 3 portals across the room, one north, one east and one west. They will emit one beam of their color each, targettng Netherspite. Your goal is to have a player take these beams and rotate out within 24 stacks or so of said beam. Let's analyze what the beams do.

Red Beam
Should it hit Netherspite, it reduces his damage taken.
Once it hits a player, that player becomes Netherspite's #1 and only aggro - ideally tanks grab it. This beam will extend your HP by 31,000, and each tick will lower that amount by 1000. Once you have stacked enough, swap out for another tank.

Green Beam
Should it hit Netherspite, heals him for 4000 per tick, stacking up the heals. If this beam hits Netherspite, consider resetting the encounter.
Once it hits a player, it will increase their healing done by 5% per tick, and spell cost reduced by 1%, however, you will lose 200 maximum mana as well, per tick. Avoid this by stepping out early, or just having a rogue or melee absorb it as healing isn't that needed in boosted form this fight.

Blue Beam
Should it hit Netherspite, it increases his damage by 1% per tick.

Should it hit a player, damage dealt is increased by 5% per tick, but healing reduced by 1%. Damage taken by spells (including the aura!) will be increased by 8% per tick. This is especially important since if you have over 25 stacks on you you will receive a lot of damage from his aura, so watch out!

Once a player steps out, he will receive a debuff called Nether Exhaustion, preventing them from receiving the ray again for a little while, so assign 4 people to each beam, ideally.

Banish Phase
~30 second phase, all beams disappear. Your raid must spread out (be in range of healers!) and Netherspite will have no set target, as well as not move. He will randomly fire off Nether Breaths hitting 4 people or so in the raid, and knocking the victims across the room. You may still DPS netherspite in this phase, but if you get close you will be meleed by him.

After this phase, he will return to his normal phase for a few moments while he reopens the portals. During this timeframe, he will use his normal aggro list, so make sure your big DPS is weary of this while the red beam is picked up again.

After you have burned him down, it's time to check what this big bad dragon has!
Loot

Earthblood Chestguard
Mail - Chest
812 Armor
+40 Stamina
+41 Intellect
Equip: Increases healing done by spells and effects by up to 86.
Equip: Restores 11 mana per 5 sec.

Girdle of Truth
Plate - Waist
816 Armor
+28 Stamina
+29 Intellect
Equip: Increases healing done by spells and effects by up to 66.
Equip: Restores 8 mana per 5 sec.

Jewel of Infinite Possibilities
Held In Off Hand
+19 Stamina
+18 Intellect
Equip: Improves spell hit rating by 21.
Equip: Increases damage and healing done by magical spells and effects by up to 23.

Cowl of Defiance
Leather - Head
296 Armor
+34 Agility
+33 Stamina
Equip: Improves hit rating by 24.
Equip: Increases attack power by 100.

Rip-Flayer Leggings
Mail - Legs
710 Armor
+18 Stamina
+30 Intellect
Red Socket
Yellow Socket
Blue Socket
Socket Bonus: +6 Stamina
Equip: Improves critical strike rating by 28.
Equip: Increases attack power by 56.
Equip: Restores 8 mana per 5 sec.

Pantaloons of Repentence
Cloth - Legs
170 Armor
+27 Stamina
+34 Intellect
+26 Spirit
Red Socket
Blue Socket
Blue Socket
Socket Bonus: +4 Spirit
Equip: Increases healing done by spells and effects by up to 68.

Mantle of Abrahmis
Plate - Shoulder
1087 Armor
+21 Strength
+43 Stamina
Red Socket
Yellow Socket
Socket Bonus: +3 Dodge Rating
Equip: Increases defense rating by 23.

Mithril Band of the Unscarred
Unique
Finger
+26 Strength
+24 Stamina
Equip: Improves critical strike rating by 22.

Skulker's Greaves
Leather - Legs
319 Armor
+32 Agility
+28 Stamina
Red Socket
Red Socket
Blue Socket
Socket Bonus: +4 Dodge Rating
Equip: Increases your hit rating by 28.
Equip: Increases attack power by 64.

Uni-Mind Headdress
Cloth - Head
158 Armor
+31 Stamina
+40 Intellect
Equip: Improves spell hit rating by 19.
Equip: Improves spell critical strike rating by 25.
Equip: Increases damage and healing done by magical spells and effects by up to 46.

Spiteblade
Binds when picked up
Sword - One-Hand
Speed 2.70
165 - 308 Damage
(87.6 damage per second)
+14 Agility
+16 Stamina
Equip: Increases attack power by 46.

Shining Chain of the Afterworld
Neck
+18 Stamina
+21 Intellect
+19 Spirit
Equip: Increases healing done by spells and effects by up to 46.
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PostPosted: Mon Sep 01, 2008 3:57 pm    Post subject: Reply with quote

Karazhan Guide: Gamesman's Hall ~ Chess Event

Posted July 12th, 2007 by DarkFact

<< Return to Ten Ton Hammer's Guide to Karazhan

Having defeated Netherspite, you will need to clear toward the Chess Event's area. You will be fighting very hard Ethereals who should be solo-pulled and hopefully tanked with more than 1 person. The reason? They like to switch targets after they attempt to disarm you! a secondary person building aggro for this momentary event is recommended otherwise you will suffer greatly in these pulls.

Once you reach the Chess Event at the Games Hall, you will see the Shadow of Medivh and a large chessboard. Here, there's 2 sides mimicking the first war that took place in the Warcraft Series, the Warchief Blackhand vs King Llane and their forces! Medivh will challenge you to a game, and only if you win will he let you pass to the next (and final) required area.

Even though it looks like a chessboard, each piece behaves differently than it should in the real game, so let's analyze how to beat Medivh!
Chess Pieces & Abilities

Each Raid Member may take 1 piece and move it at his/her will until it dies, or you want to change pieces. You will obtain a 15 second debuff should you wish to change control of pieces during the event.
All Pieces

Left to right - Attack, Return, Move, Turn Piece, Move, Special Abilities 1 and 2, Defend, Passive.

You will not use the first three or the last two commands as they're pet-based. The rest vary on which piece you pick!
Chess Pieces
King Llane Wrynn & Warchief Blackhand

Moves 1 Space Any Direction. Abilities: Sweep or Cleave, dealing 4000 damage to 3 enemies in front.

Heroism or Bloodlust, 50% damage increase to all humanoida on all 8 spaces near him, except himself. First side to kill one of these pieces wins.

Queen Human Conjurer & Orc Warlock

Moves 3 spaces straight, or 2 spaces adjacent. Abilities: Elemental Blast or Fireball, dealing 4000 damage to any chess piece.

Rain of Fire or Poison Cloud: deals 6000 damage to any chess piece and all hostile chess pieces near the target.

Bishop Human Cleric & Orc Necrolyte

Moves 1 Space any direction. Abilities: Healing or Shadowmend, healing a chess piece for 6000. Half board range.

Holy Lance or Shadow Spear: 2000 damage to 3 enemies infront of you. *This is the only healer in the board!*

Knight Human Charger & Orc Wolf

Moves 2 spaces straight or one space diagonal. Abilities: Smash or Bite, dealing 3000 damage to a target 1 square infront.

Stomp or Howl: Reduces damage done by hostile pieces near you by 50%, lasts 10 seconds.

Rook Water Elemental & Summoned Daemon

Moves 1 Space any direction. Abilities: Geyser or Hellfire: 3000 damage to all adjacent hostile chess pieces.

Water Shield or Fire Shield: Reduces damage done to self by 50%

Pawn Footman & Grunt

Moves 1 space any direction. Abilities: Heroic Blow or Vicious Strike: 1000 damage to 1 target infront.

Shield Block or Weapon Deflection: Absorb 500 damage.
Strategy

There is little strategy involved in winning the Chess Event - you just need to be aware of two things:

1) Make your raid members move the peons out of the way for your bigger pieces! (very important! you can lose if you don't get the peons out soon!)

2) Attack the Bishops first, then head for the King! do this as fast as humanly possible, as we will now explain the third mechanic for this event.
Medivh's Cheats

At random, Medivh will cheat to turn the tide to his favor, hence why you should hurry toward the enemy king and defeat him as soon as possible. He can do one of three cheats at any given time:

Healing Cheat - Healing his pieces back to 100%

Damage Cheat - Puts some of your pieces on fire, dealing a LOT of damage - move out of this as soon as possible.

Berserker Cheat - Buffs several of his units so they deal a lot more damage and have more speed.

Past these abilities, the battle should be easy and straight-forward. Once you beat Medivh, a chest will appear with loot inside for winning the event, and the way to Prince Malcheezar will be open at last.
Chest Container Loot

Battlescar Boots
Plate - Feet
997 Armor
+18 Strength
+28 Stamina
Red Socket
Blue Socket
Socket Bonus: +3 Parry Rating
Equip: Increases defense rating by +23
Equip: Increases your parry rating by 21


Bladed Shoulderpads of the Merciless
Leather - Shoulder
273 Armor
+30 Stamina
Yellow Socket
Yellow Socket
Socket Bonus: +3 Hit Rating
Equip: Improves hit rating by 13 (0.8%).
Equip: Improves critical strike rating by 21 (1.0%).
Equip: Increases attack power by 58.


Fiend Slayer Boots
Mail - Feet
558 Armor
+26 Agility
+24 Stamina
+16 Intellect
Red Socket
Blue Socket
Socket Bonus: +3 Agility
Equip: Improves hit rating by 17(1.1%).
Equip: Increases attack power by 34.


Forestlord Striders
Leather - Feet
250 Armor
+24 Stamina
+27 Intellect
+16 Spirit
Blue Socket
Blue Socket
Socket Bonus: +7 Healing
Equip: Increases healing done by spells and effects by up to 55.

Girdle of Treachery
Leather - Waist
205 Armor
+18 Agility
+37 Stamina
Red Socket
Red Socket
Socket Bonus: +3 Agility
Equip: Increases attack power by 58.


Headdress of the High Potentate
Cloth - Head
138 Armor
+37 Stamina
+38 Intellect
+32 Spirit
Equip: Increases healing done by spells and effects by up to 81.


Heart-Flame Leggings
Mail - Legs
710 Armor
+36 Stamina
+33 Intellect
Blue Socket
Blue Socket
Yellow Socket
Socket Bonus: +4 Intellect
Equip: Increases healing done by spells and effects by up to 90.


King's Defender
Unique
Sword - One-Hand
98 - 182 Damage
(87.5 damage per second)
182 Armor
+28 Stamina
Equip: Increases defense rating by +13
Equip: Improves hit rating by 17

Legplates of the Innocent
PlateLegs
1269 Armor
+24 Stamina
+32 Intellect
Yellow Socket
Blue Socket
Blue Socket
Socket Bonus: +4 Intellect
Equip: Improves spell critical strike rating by 21 (1.0%).
Equip: Increases healing done by spells and effects by up to 66.
Equip: Restores 8 mana per 5 sec.


Mithril Chain of Heroism
Neck
+28 Strength
+22 Agility
+22 Stamina


Ring of Recurrence
Unique
Finger
+15 Stamina
+15 Intellect
Equip: Improves spell critical strike rating by 19.
Equip: Increases damage and healing done by magical spells and effects by up to 32.


Triptych Shield of the Ancients
Shield - Off Hand
4872 Armor
122 Block
+24 Stamina
+21 Intellect
Equip: Increases healing done by spells and effects by up to 42.
Equip: Restores 8 mana per 5 sec
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PostPosted: Mon Sep 01, 2008 3:58 pm    Post subject: Reply with quote

Karazhan Guide: The Repository ~ Terestian Illhoof

Posted July 19th, 2007 by DarkFact

<< Return to Ten Ton Hammer's Guide to Karazhan
Terestian Illhoof

An optional boss in the repository of Karazhan, this demon is a fun challenge and extra loot for your raid should you have time.

You may access his area by opening a bookcase in the Library wing and heading down the ramp - there's very few monsters in the way, namely imps and demons, but nothing too harsh for your raid.

Terestian is inside of a small room with a summoning circle in the center. His imp Kil'rek is beside him.
Abilities

Imp Portal: Illhoof will open this portal 10 seconds into the fight letting imps pour out of it endlessly throughout the whole fight.

Demon Chains: Randomly, Illhoof will sacrifice someone and put them in the middle, unable to move and receiving shadow damage. All damage should focus on the chains that bind this person in the middle, or else Illhoof will regain a lot of HP from the damage he causes to the person. Healing is also needed. Once the chains are broken, you may resume fighting Illhoof

Shadowbolt: Shadowbolt damage to the first target in his hate list.
Kil'Rek

Amplify Flames: Increase damage taken by fire for 500 - used on his current target

Melee: ~2000 on cloth

Broken Pact: Makes Illhoof take 25% more damage, happens when Kil'Rek dies.
Strategy

It is recommended you tank Illhoof and his imp where they stand, and the whole raid bunch up near them. There is no AoE to worry about.

Illhoof and his imp both aggro when you pull them. After 10 seconds, he will open a portal that will spawn imps steadily throughout the whole fight.

Ideally you should tank them both where they stand, so you are able to switch between the demon chains and Illhoof quickly, and that Kil'rek takes damage from the Area of Effect damage going on.

Set one tank on Illhoof, and one tank on his imp. The imp tank can be anywhere from a druid to a DPS warrior - he doesn't hit hard. What you must do is set all DPS on Illhoof, and switch it to the demon chains as soon as they spawn, and resume attacking Illhoof.

Imps will begin flooding the room. Have your warlocks throw seeds of corruption at Illhoof so they detonate instantly, damaging all imps nearby and Kil'Rek too. This way, Kil'rek will also be dying slowly thanks to the massive AoE damage going on.

Your warlocks will need healing as they AoE, as will mages who are coming to help with the AoE. Once Kil'rek dies, all damage on Illhoof will be increased twice until Kil'rek is resummoned a few moments later.

Seed of Corruption (Or a couple mages) are your best bet for this fight, if you don't have AoE damage available, you will be overrun by Imps.

If your warlock has Nether Protection, make sure your healers are ready to receive some fireballs from the imps as he will go immune everytime it procs, tossing the imps to the next in their aggro list, so while it will save the warlock, it may cause trouble to the healer.

Keep in mind the fireball damage is low, so Earth Shield and Power Word: Shield will help immensely keeping your warlock up!

Mages can Iceblock out of the chains quickly, Paladins can bubble out as well to save some time.
Loot

Breastplate of the Lightbinder
Plate - Chest
1450 Armor
+28 Stamina
+40 Intellect
Equip: Increases healing done by spells and effects by up to 88.
Equip: Restores 13 mana per 5 sec.


Cincture of Will
Cloth - Waist
109 Armor
+24 Stamina
+28 Intellect
+25 Spirit
Equip: Increases healing done by spells and effects by up to 59.


Cord of Nature's Sustenance
Leather - Waist
205 Armor
+24 Stamina
+30 Intellect
+16 Spirit
Equip: Increases healing done by spells and effects by up to 64.
Equip: Restores 6 mana per 5 sec.


Fool's Bane
Unique
Mace - Main Hand
Speed 2.60159 - 296 Damage
(87.5 damage per second)
Yellow Socket
Socket Bonus: +3 Stamina
Equip: Improves critical strike rating by 24.
Equip: Increases attack power by 30.

Gilded Thorium Cloak
Back
385 Armor
+30 Stamina
Requires Level 70
Equip: Increases defense rating by 24.


Girdle of the Prowler
Mail - Waist
457 Armor
+25 Agility
+21 Stamina
+22 Intellect
Equip: Improves hit rating by 17.
Equip: Equip: Increases attack power by 48.
Equip: Restores 6 mana per 5 sec.


Malefic Girdle
Cloth - Waist
109 Armor
+27 Stamina
+26 Intellect
Equip: Improves spell critical strike rating by 21.
Equip: Increases damage and healing done by magical spells and effects by up to 37.


Mender's Heart-Ring
Unique
Finger
+18 Stamina
+21 Intellect
+19 Spirit
Equip: Increases healing done by spells and effects by up to 44.

Shadowvine Cloak of Infusion
Back
97 Armor
+21 Intellect
+22 Spirit
Equip: Restores 9 mana per 5 sec.


Terestian's Stranglestaff
Unique
Staff - Two-Hand
Speed 3.00 132 - 271 Damage
(67.2 damage per second)
+38 Strength
+37 Agility
+48 Stamina
Equip: Improves hit rating by 25.
Equip: Increases attack power by 647 in Cat, Bear, Dire Bear, and Moonkin forms only.


The Lightning Capacitor
Unique
Trinket
Equip: You gain an Electrical Charge each time you cause a damaging spell critical strike. When you reach 3 Electrical Charges, they will release, firing a Lightning Bolt at your current target for 694 to 806 damage.


Xavian Stiletto
Thrown
Speed 1.4088 - 133 Damage
(78.9 damage per second)
Durability 285 / 285
Equip: Improves hit rating by 12.
Equip: Improves critical strike rating by 20.

Formula: Enchant Weapon - Soulfrost
Requires Enchanting (375)
Use: Learn how to permanently enchant a Melee Weapon to increase the damage done by your frost and shadow spells by up to 54.

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