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Karazhan - All you need to know
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Spax
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Joined: 30 Aug 2008
Posts: 16



PostPosted: Mon Sep 01, 2008 3:59 pm    Post subject:  Reply with quote

Karazhan Guide: Netherspace ~ Prince Malchezaar

Posted July 19th, 2007 by DarkFact

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

Clearing the Chess Event will allow you to move forward into the tower. The pulls in here can be tricky.
Monsters you will face

Fleshbeasts - 68,000 HP. 2,000 damage on tanks with bleeds and diseases that hit for 1800. Usually a double pull, tank both, burn one quickly then the other.

Greater Fleshbeasts - 120,000 HP. Singlepull, 3,000 Melee plus the normal fleshbeast abilities. Be careful!

Upon reaching the top of the tower you will see a large area with grey skies, Prince Malchezaar is roaming this area. Buff up before entering this area as his aggro range is considerable, and prepare for the fight.
Fact - 1.1 Million HP

This is the monster you must defeat to complete the main Karazhan questline!
Abilities

Burning Abyssal ("Infernals"): Every 45 seconds or so, Malchezaar will summon an Abyssal which will land randomly on the battleground. Once it does, it will cast Hellfire until it despawns. It will not move. This is Malchezaar's most dangerous ability - have a designated Abyssal watcher so you can move your raid accordingly and not be caught in Hellfires. Each Abyssal lasts around 3 minutes, they cannot be harmed.

Upon entering Phase 2, Malcheezar will spawn them faster - you can tell when he has spawned one when he yells out a taunt.

Enfeeble: 5 people randomly get thrown back to 1HP. Once this hits these people must be away from Malcheezar and Abyssals since they will be at 1HP for 7 seconds. Once 7 seconds pass, they regain their former health. This ability will never affect the main tank.

Shadow Nova: 3 second cast Area of Effect shadow damage for 3000, including knockback. You can outrange this ability by staying at max range from the main tank, melee dps must run out once they see it being cast.

Thrash: 2 additional attacks against the target, randomly used by him.

Flying Axes - Phase 3 will spawn these to attack random raid members. Physical damage that must be healed through if you want your members to survive.
Strategy

Pull Malchezaar to a corner or tank him while having your back to the wall to avoid being knocked back by his shadow nova.
On Phase 1, slow DPS to 60%, then bump up the damage to maximum effect. First phase isn't threatening, but from phase 2 on, infernals spawn faster, and can and will corner your raid if you take too long killing him.

During Phase 2 also makes him start attacking the tank with 2 axes, so beware of damage spikes. Keep your tank healed to full. He will sunder armor your tank and Thrash will happen more often. Your goal is to get him to 30% as quickly as possible to reduce his damage output.

Phase 3, watch out for your raid members being attacked by his flying axes. Abyssals are falling very fast at phase 3, so you will need to kill him within 2 minutes or you will be overrun by Abyssals. Luck is a very important factor here. Bad luck will wipe you even if you executed the fight flawlessly - try again if you had bad luck, you will defeat him soon. Remember to keep your raid topped off and your tank at full health as much as possible during the entire fight, this is a fight where, thanks to Thrash, you can wipe in under 5 seconds, so everyone must be concentrated. Ventrilo coordination is recommended!

It is wise to assign a raid member to spot the incoming Abyssals and call out movements if needed.
Loot
Tier 4 Helm Tokens

Adornment of Stolen Souls
Neck
+18 Stamina
+20 Intellect
Equip: Improves spell critical strike rating by 23.
Equip: Increases damage and healing done by magical spells and effects by up to 28.

Farstrider Wildercloak
Back
105 Armor
+36 Stamina
Equip: Increases attack power by 70.

Gorehowl
Axe - Two-Hand
Speed 3.60 345 - 518 Damage
(119.9 damage per second)
+49 Strength
+43 Agility
+51 Stamina
"The axe of Grom Hellscream has sown terror across hundreds of battlefields."

Jade Ring of the Everliving
Unique
Finger
Equip: Increases healing done by spells and effects by up to 68.
Equip: Restores 12 mana per 5 sec.

Light's Justice
Mace - Main Hand
Speed 1.8024 - 125 Damage
(41.4 damage per second)
+16 Stamina
+21 Intellect
+20 Spirit
Equip: Increases healing done by spells and effects by up to 382.

Malchazeen
Unique
Dagger - One-Hand
Speed 1.80 132 - 199 Damage
(91.9 damage per second)
+16 Stamina
Equip: Improves hit rating by 15.
Equip: Increases attack power by 50.

Nathrezim Mindblade
Unique
Dagger - Main Hand
+18 Stamina
+18 Intellect
Durability 75 / 75
Equip: Improves spell critical strike rating by 23.
Equip: Increases damage and healing done by magical spells and effects by up to 203.

Ring of a Thousand Marks
Unique
Finger
+21 Stamina
Equip: Improves hit rating by 19.
Equip: Improves critical strike rating by 23.
Equip: Increases attack power by 44.

Ruby Drape of the Mysticant
Back
105 Armor
+22 Stamina
+21 Intellect
Equip: Improves spell hit rating by 18.
Equip: Increases damage and healing done by magical spells and effects by up to 30.

Stainless Cloak of the Pure Hearted
Back
105 Armor
+22 Stamina
+23 Intellect
Equip: Increases healing done by spells and effects by up to 53.
Equip: Restores 7 mana per 5 sec.

Sunfury Bow of the Phoenix
Bow - Ranged
Speed 2.90 169 - 314 Damage
(83.3 damage per second)
+19 Agility
Equip: Increases attack power by 34.

The Decapitator
Axe - Main Hand
Speed 2.60167 - 312 Damage
(92.1 damage per second)
Equip: Improves critical strike rating by 27.
Use: Hurls your axe in an attempt to decapitate your target causing 513 to 567 damage.
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Spax
Member


Joined: 30 Aug 2008
Posts: 16



PostPosted: Mon Sep 01, 2008 4:00 pm    Post subject: Reply with quote

Karazhan Guide: Master's Terrace ~ Nightbane

Posted July 21st, 2007 by DarkFact

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

So you've killed Prince Malchezaar and have cleared all normal bosses from Karazhan. If one of your raid members has been following the long questline Karazhan has (which we will cover later), you will be able to summon Nightbane at the Master's Terrace. Many consider Nightbane the true final boss of this dungeon, as his abilities demand more concentration from your group than any other fight in the zone.

We recommend bringing a warrior to tank. That's not to say paladins for either side can't, but the tactics for horde paladins are a bit more complex and luck-reliant than usual, so to avoid complications, use a warrior!

This is a very, very long fight, so come prepared with regeneration consumables and potions, your healers will be needing to regenerate their mana a handful of times throughout the fight!

To start this event, make sure you have the summoning urn for Nightbane, and head on over to the side entrance to Karazhan. From here, go down into the Master's Terrace, you will see the Balcony and an image of Medivh fighting a Blue Dragon. Here is where you summon the creature Nightbane.
Abilities

Bellowing Roar: As with other dragons, he will fear everyone in his immediate range for a few seconds. Use berserker rage, death wish, will of the forsaken, etc, to avoid it. Casts it every 45 seconds to 1 minute.

Charred Earth: Nightbane summons a blackened zone in a random player's feet, the area around them will deal massive fire damage should you stay in it. Stay spread out to the corners, avoid being in the center to minimize charred earth's area.

Cleave: 1000 damage on armor, ~5000 on cloth, stay away from his frontal area!

Smoldering Breath: 3700-4500 fire damage breath with a DoT, heal your tank through

Distracting Ash: Reduces range of spells and abilities by 50%, this can be dispelled.

Tail Sweep: Typical dragon tail sweep, stay away from his behind!
Abilities in the Air (Phase 2)

Rain of Bones: Causes physical damage on one player with the appearance of bones falling ontop of him/her, this player will spawn skeletal minions that must be killed, and the player must also separate himself from the raid from hurting everyone with AoE damage.

Smoking Blast: 1800-2100 physical damage on a player every 10-15 seconds. Uses it on his highest threat upon going up.

Firewall Barrage: Should you try to run from the encounter, Nightbane will pummel everyone with massive fire damage until everyone is in range. If you want to reset, wiping is faster.
Strategy

Nightbane has 2 phases, and you will see them switch every 25%, for a total of 3 transitions. Once you master the transition, this fight is as good as won!

Phase 1.

Nightbane lands and your tank picks him up in the middle of the balcony. Make him face outwards toward the valley, your tank has an invisible wall that will prevent him from falling, don't worry. Once aggro is established, begin your light DPS down to 76%, but make sure everyone is either bunched up in the railing or near the tower, and never in the middle, to avoid Charred Earth affecting more than 2 groups and provoking splitting up or going out of range.

Some people prefer to split their raid in 2, half north, half south, tank in middle, go with whatever seems more comfortable for your raid group.

Once Nightbane hits 76%, start moving closer and hit him down to 75%, this will trigger phase 2, where he will soar to the sky like Onyxia. During this period, have everyone in your raid bunch up where the tank is, and figure out quickly who's got the bone storm that will ensue within a few seconds. Once that person notices, he/she should move north of the raid group while receiving heals, to avoid damaging everyone.

Your DPS should focus on the adds that are spawning. Make sure to set an assist and try to kill them as fast as possible for the skeletons hit cloth wearers for quite a bit. You only have a minute or so before Nightbane lands again. Once he yells out that he will land, all should resume their original positions and the tank should ready him/herself to pick him up once more. It is important to note that AoE is not the best strategy to use against the skeleton adds as they will hit whoever is doing it hard and possibly kill him/her before any go down. Single-target kill them.

Should your tank be successful, finish up all remaining skeleton adds and repeat phase 1. Be mindful of the fear timers and the charred earths! Otherwise, this fight is pretty simple. Repeat the process 3 times more and you should have defeated Nightbane!

Make sure to time your innervates, battle resses, and soulstones well. This fight is long and requires concentration from your entire group, and it is possible to wipe to silly things in the last phase. (Fear plays a big role in those wipes, usually). After 10-12 minutes or so, Nightbane will go down.
So what does the true 'final boss' of Karazhan have, lootwise?

Chestguard of the Conniver
Leather - Chest
364 Armor
+37 Agility
+36 Stamina
Equip: Improves hit rating by 22.
Equip: Increases attack power by 90.


Dragonheart Flameshield
Shield - Off Hand
4872 Armor
122 Block
+19 Stamina
+21 Intellect
Equip: Increases damage and healing done by magical spells and effects by up to 23.
Equip: Restores 7 mana per 5 sec.


Emberspur Talisman
Neck
Equip: Increases healing done by spells and effects by up to 66.
Equip: Restores 11 mana per 5 sec.


Ferocious Swift-Kickers
Mail - Feet
558 Armor
+22 Stamina
+21 Intellect
Yellow Socket
Blue Socket
Socket Bonus: +6 Attack Power
Equip: Improves critical strike rating by 16.
Equip: Increases attack power by 58.

Ironstriders of Urgency
Plate - Feet
997 Armor
+33 Strength
+20 Agility
+28 Stamina
Red Socket
Yellow Socket
Socket Bonus: +3 Strength


Nightstaff of the Everliving
Staff - Two-Hand
142 - 290 Damage
(67.6 damage per second)
+33 Stamina
+34 Intellect
+55 Spirit
Equip: Increases healing done by spells and effects by up to 348.


Panzar'Thar Breastplate
Plate - Chest
1450 Armor
+51 Stamina
Yellow Socket
Blue Socket
Blue Socket
Socket Bonus: +4 Block Rating
Equip: Increases defense rating by 26.
Equip: Increases your shield block rating by 24.
Equip: Increases the block value of your shield by 39.


Robe of the Elder Scribes
Cloth - Chest
194 Armor
+27 Stamina
+29 Intellect
+24 Spirit
Equip: Improves spell critical strike rating by 24.
Equip: Increases damage and healing done by magical spells and effects by up to 32.
Equip: Gives a chance when your harmful spells land to increase the damage of your spells and effects by up to 130 for 10 seconds.

Scaled Breastplate of Carnage
Mail - Chest
812 Armor
+33 Stamina
+38 Intellect
Equip: Improves critical strike rating by 24.
Equip: Increases attack power by 80.
Equip: Restores 8 mana per 5 sec.


Shield of Impenetrable Darkness
Shield - Off Hand
4872 Armor
122 Block
+33 Stamina
Equip: Increases defense rating by 22.
Equip: Increases the block value of your shield by 33.


Stonebough Jerkin
Leather - Chest
364 Armor
+34 Stamina
+35 Intellect
+31 Spirit
Equip: Increases healing done by spells and effects by up to 77.
Equip: Restores 9 mana per 5 sec.


Talisman of Nightbane
Held In Off Hand
+19 Stamina
+19 Intellect
Equip: Improves spell critical strike rating by 17.
Equip: Increases damage and healing done by magical spells and effects by up to 28.

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