Illhoof :
Strategy :
First thing of note is do not kill Terestian’s elite imp he will simply immediately resummon it. If someone is being sacrificed all DPS on the chains till they are down. If the chains are up for too long it will kill the player and Terestian will heal a lot.
Terestian’s pet imp will also debuff players with Mark of Flames debuff that can not be removed; it will increase fire damage taken by 500 making the nonelite imps incredibly nasty.
Encounter
The MT should keep Terestian next to the bright green design on the floor in front of him, that is where he will sacrifice players and we want our melee dps able to quickly shift from Terestian to the Demon Chains. During the fight a ton of non elite imps will pour through the portals behind him, they only have about 1500 health but we want to hold off the AoE call until there is a significant amount of them. As soon as the non elite imps are AoE’ed down DPS should be refocused on Terestian.
Healers will get pounded by the imps since there is no agro established on them, if a Paladin were present laying down a Consecration would help the other healers out a lot.
The focus is Terestian and he should be the major focus of damage unless Demon Chains are up, when someone is being sacrificed killing the Demon Chains becomes the most important priority of the encounter. Keep the non elite imps under control and this fight will be over in no time.
Special Instructions
Warlocks – Seed of Corruption works magic here. Use it often.
Paladins – Consecration to draw as much aggro from the Imps as possible
Warriors – Save your rage for the Demon Chains, don’t blow it on Terestian
Rogues – Accumulating Combo Points is far less of a priority then killing the Demon Chains
Hunters – When AoE is called, Multishot works wonders
Buffs
Fire Aura and Fire Resistance
Positioning
Main Tank
Maintain agro Terestian, attack Demon Chains if up
Melee DPS
DPS Demon Chains, DPS Terestian
Ranged DPS
DPS Demon Chains, DPS Terestian
Healers
Entire party/raid needs attention but a lot of time spent healing self
Shade of Aran :
Strategy :
Aran does not have a controllable agro list, he rarely melees and his spells look to random target players. Aran’s health must stay below his mana, if he runs out of mana before killed he will polymorph the entire raid and kill everyone, fortunately being a caster physical damage is incredibly effective against him.
Encounter
Aran is an Arch mage and casts spells from all school, his basic Fireball, Frost Bolt, and Arcane Missles can be interrupted or counterspelled. This will help in reducing his damage output as well as stopping him from using mana.
Aran has 5 special abilities that he can cast at anytime, they can not be stopped.
Flame Wreath – when he casts this spells a targeted player will be surrounded in flames, no one can move in or out, if he casts Flame Wreath nobody moves until it is gone.
Blizzard – a large AoE Blizzard that rotates clock-wise around the outside of his room, the center of the room where melee is will be unaffected, ranged and casters can run around clockwise to avoid it or if all else fails run to the center where it will not affect.
Arcane Explosion – Aran will summon the entire raid to him and slow everyone, this slow debuff is removable. Everyone must run to the wall to get out of the way of his explosion, it is a 10 second wind up; even slowed players if they move immediately will get out of its range in time.
Counterspell Aura – Aran spams an AoE counterspell that affects everyone in melee range, it may be an Aura.
Chains of Ice – 10 second root, can be dispelled.
At 40% health Aran will summon 4 Elite Water Elementals, they can be feared and banished, after 90 seconds they will despawn, during this time all DPS remains on Aran as he will remain unchanged.
Party Roles
Main Tank / Off Tank
DPS Aran
Melee DPS
DPS Aran
Ranged DPS
DPS Aran, avoid Blizzards
Healers
Heals on entire raid, avoid Blizzards
Netherspite :
Strategy :
Nethersprite is a 2 phase fight and one of the most complex fights in Karazhan, requiring a lot of finesse. Nethersprite has an aura on at all times reducing armor by 100 and another dealing 1200 shadow damage every 5 seconds. During both phases Void Zones will be opened around Nethersprite dealing shadow damage quickly.
Encounter
Phase 1
The MT will hold Nethersprite in the center of the room, 3 portals will open streaming a nether beam that buffs Nethersprite. Players can stand in the beam to gain buffs and a debuff.
Dominance “Blue” – Spell damage increased by 5%, threat from spells reduced by 1%, damage taken by spells increased by 5%.
Perseverence “Red” – Damage taken reduced by 1%, defense increased by 5, maximum health reduced by 200.
Serenity “Green” – Healing done increased by 5%, threat reduced by 1%, maximum mana reduced by 200.
These bonuses can stack every second in the beam and can stack up to 99 times. When a player leaves the beam they will get a debuff and can not take that beam again for a minute and a half.
Mages or Warlocks should take and hold the Dominance beam. Our MT and OTs should rotate holding the Perseverence beam, also rotating who holds his agro based on who has the beam. Serenity beam will be rotated with the Priests, Paladins, Shamans, and Druids; if Serenity hits Nethersprite it will heal him for 1% health every second.
Phase 2
The 3 portals will close down and Nethersprite will begin casting Netherbreath randomly at raid members, it is a cone attack dealing heavy arcane damage and knocking those members back. DPS should remain on him in this phase, when it ends 30 seconds later he will return to normal and the portals will reopen sometimes rotated clockwise from their former positions.
These two phases will repeat, it is important that we do not let the nether beams reach Nethersprite and communication on who should and can take the beam needs to be expressed.
Party Roles
Main Tank / Off Tank
Phase 1 Maintain agro Nethersprite and rotate control on Red beam
Phase 2 Maintain agro Nethersprite
Melee DPS
Phase 1 DPS Nethersprite
Phase 2 DPS Nethersprite
Mage / Warlock / Possibly Shaman
Phase 1 DPS Nethersprite and hold Blue beam
Phase 2 DPS Nethersprite
Healers
Phase 1 Entire raid needs heals, rotate control on Green beam
Phase 2 Heal raid
After this we move to the famous chess encounter.
More information about this will be posted soon but it's fun to do and you learn to play Wink
After the chessencounter we can go to the left to get the flightpath or to the right to find prince Malchezaar.
Prince Malchezaar:
Strategy :
Prince Malchezaar is a 3 phase fight, ranged will stay at range. The MT should have Shadow protection on.
Encounter
Phase 1
When Malchezaar is agro’ed our MT will pull position his back to the wall allowing the Prince’s back to be in view of the raid. He will enfeeble 5 random people excluding whoever has his agro for 7 seconds, brining their max health to 1 and can not be healed, anyone afflicted by enfeeble should immediately stop what they are doing and run away. Malchezaar will cast a 3 second long cast, Shadow Nova right after; it hits for about 3500 shadow damage and has a knock back effect. After the enfeeble wears off the player’s health will return to normal. At 60% health phase 2 begins.
Phase 2
Malchezaar will dual wield his axes and greatly increase his melee damage. In this phase he gets a melee boost, he can now cleave and use sunder armor against the MT. At 30% health phase 3 will begin.
Phase 3
He will discontinue using Enfeeble and throw his axes, they will float around attacking players at random, and can deal damage quickly. Healers will need to watch everyone in this phase not just the MT.
Buffs
Amplify Magic on Main Tank
Shadow Protection on raid
Judgment of Wisdom on Prince
Positioning
Main Tank / Off Tank
Maintain agro Malchezaar
Melee DPS
DPS Malchezaar
Ranged DPS
DPS Malchezaar
Healers
Heals on MT, in phase 3 watch entire raid