| Name | Complete Karazhan Guide: Part 1 |
| Category | Raid |
Karazhan is the new raid dungeon since the release of the Burning Crusade expansion for World of Warcraft. This instance is a 10-man raid dungeon, located at the southern part of Deadwind Pass in the Eastern Kingdoms continent of Azeroth. Karazhan is basically an abandoned tower, previously occupied by Medivh, the Last Guardian of Tirisfal.
This raid dungeon is fairly huge, and can be divided into several sections. Karazhan houses 12 major bosses, some of which are optional but you would still want to kill them for loots. Aside from the 12 bosses, there is an optional animal boss that drops epic loots with random enchantments (of the Bear, of the Monkey, etc.), and a mini-game which is the Chess event where you could easily get loots when you defeat the enemy king 'piece'. There are also several quests given by Violet Eye NPCs outside the instance, and depending on your Violet Eye reputation, you can get a ring from them which you can upgrade with every increase on your reputation level with them.
The Violet Eye rings (initially received when you reach Friendly reputation with The Violet Eye. Can be upgraded for each increase in reputation level until Exalted):
DPS Caster ring -- Violet Signet of the Archmage (final upgrade for exalted reputation)
+24 Stamina
+23 Intellect
+17 Spell critical strike rating
+29 Spell Damage/Healing
Healer ring -- Violet Signet of the Grand Restorer (final upgrade for exalted reputation)
+24 Stamina
+23 Intellect
+17 Spirit
+55 Healing
Tank ring -- Violet Signet of the Great Protector (final upgrade for exalted reputation)
392 armor
+37 Stamina
+19 Defense rating
Melee DPS ring -- Violet Signet of the Master Assassin (final upgrade for exalted reputation)
+28 Stamina
+25 Hit rating
+56 Attack Power
Karazhan Quests:
Once you have completed your Karazhan attunement, A'dal in Shattrath City will send you to Archmage Alturus outside Karazhan. He will then give you the continuation for the Violet Eye quests which will involve going inside Karazhan.
Assessing the Situation
-Find Koren inside Karazhan.
Koren is the blacksmith NPC inside Karazhan. He is located inside the Stables. After killing Attumen the Huntsman, one more mob pull and you can then get to talk to Koren. Initially, he doesn't provide any services, but when you reached Honored reputation with the Violet Eye, he can then repair your equipment, and sell some blacksmithing stuff as well.
Once you have talked to him and completed the quest, he will then give you the next quest on the chain.
Keanna's Log
-Search the Guest Chambers inside Karazhan for Keanna's Log and bring it to Archmage Alturus outside Karazhan.
Keanna's Log is a small red book, located at the Guest Chambers. It is in the second room when going to Maiden of Virtue. You can choose to clear the room while going to Maiden of Virtue, or just return to the room and clear after killing Maiden so you won't have problems with mob respawns.
Once the Log is retrieved, you can then return to Archmage Alturus outside Karazhan, then receive the next part of the quest chain.
A Demonic Presence
-Archmage Alturus wants you to destroy the Demonic Presence at the top of Karazhan.
This quest involves killing Prince Malchezaar. He is located at the top of Karazhan, and supposedly the 'final' boss for Karazhan. Once you have completed the Chess Event, you can then proceed and clear to Prince Malchezaar, and kill him.
When you are successful in killing Prince Malchezaar, return to Archmage Alturus and he will then send you back to Archmage Cedric in the outskirts of Dalaran.
The New Directive
-Speak to Archmage Cedric in the Outskirts of Dalaran.
Archmage Cedric is the same NPC you talked to when you were doing your Karazhan attunement quests. Just return to him and the quest chain will be completed. You will be rewarded with the Violet Badge, a trinket with 36 Stamina and 45 Arcane resistance which is useful for encounters requiring arcane resistance.
Once you are Honored with the Violet Eye, Archmage Alturus will give you a new quest chain. This quest chain is required for you to be able to summon the other 'final' boss of Karazhan, Nightbane.
Medivh's Journal
-Archmage Alturus at Deadwind Pass wants you go into Karazhan and speak to Wravien.
Wravien is an NPC located at the Library section of Karazhan. After killing The Curator, you will be clearing several mobs going to the higher levels. At the ground floor, you will find several NPCs surrounded by mobs, and one of them is Wravien. Clear the mobs and you can then talk to him.
After talking to him, he will give you the next step to talk to another NPC nearby.
In Good Hands
-Speak to Gradav at the Guardian's Library in Karazhan.
Gradav is another NPC located at the Library section of Karazhan. He is actuall just nearby Wravien, and is also surrounded by several mobs. Clear the mobs and you can talk to him.
After talking to him, he will give you the next step to talk to another NPC nearby.
Kamsis
-Speak to Kamsis at the Guardian's Library in Karazhan.
Kamsis is yet another NPC located at the Library section of Karazhan. He is also just nearby Gradav and Wravien, and is also surrounded by several mobs. Just clear through and then talk to him.
After talking to him, he will give you the next step to kill a boss.
The Shade of Aran
-Obtain Medivh's Journal and return to Kamsis at the Guardian's Library in Karazhan.
After finally talking to Kamsis, he will then tell you to retrieve Medivh's Journal from a certain boss in the Library. He is the Shade of Aran, which is an essential boss to kill for you to easily traverse the rest of Karazhan when you wipe. When you kill the Shade of Aran, you and your group can then talk to the Doorman NPC near the entrance of Karazhan to port you to Aran's room. Also, killing Aran will prevent a huge chunk of mob respawns from Curator since there are many mobs going to Aran and it will generally take you around 30 minutes clearing to him. This is also the longest trek when you wipe on Aran, that's why the group needs to clear fast to have many attempts to Aran before the mobs respawn. The mobs respawn after 2 hours, and that is why normally you skip the clearing of mobs on the 3 NPCs below related to the quest, and just kill Aran first. When you do this, you can just return inside after a soft reset of the instance when there are no more mobs on the NPCs. Talk to the NPCs, then when you are on the quest to kill Aran, you can just return after Karazhan resets and kill Aran again.
Medivh's Journal drops from the Shade of Aran, so kill him and take the journal. After that, return to Kamsis below to complete the quest. You might as well try turning in this quest after a soft reset, so no mobs are present near Kamsis. After completing the quest, he will then give you the next step on the chain to summon Nightbane.
The Master's Terrace
-Go to the Master's Terrace in Karazhan and read Medivh's Journal. Return to Archmage Alturus with Medivh's Journal after completing this task.
The Master's Terrace is where you will be able to summon Nightbane. The Terrace is located near the Side Entrance of Karazhan. When you enter the Side Entrance, there is a door below the ramp going up. Go out of the door into the Master's Terrace. The Terrace is actually a semi-circle area, which is also a weird location for a boss fight. Go to the center of the terrace, and 'use' the book. It will start an event where Medivh interacts with a dragon and engulfs it into flames internally. Watch the event, and wait for it until Medivh goes away. Once the event is finished, the quest will be completed.
NOTE: If there are several people that needs the quest, just assign one person to 'read' the book and start the event, or else the event may bug and will prevent you from completing the quest until a soft reset.
Once the quest has been completed, return to Archmage Alturus outside of Karazhan and he will then give you the next quest.
Digging Up the Past
-Archmage Alturus wants you to go to the mountains south of Karazhan in Deadwind Pass and retrieve a Charred Bone Fragment.
The Charred Bone Fragment is very easy to find. It is located just beside the tower, behind the Meeting Stone. Hover your mouse over some bone-like thing beside a tree that sticks out of the ground and click on it. Get the quest item and return to Archmage Alturus. He will then instruct you to go to the Outland.
A Colleague's Aid
-Take the Charred Bone Fragment to Kalynna Lathred at Area 52 in Netherstorm.
Kalynna is an NPC located in Area 52 in Netherstorm. She's hard to miss as she's inside the town. Talk to her and she will then tell you to do something for her.
Kalynna's Request
-Kalynna Lathred wants you to retrieve the Tome of Dusk from Grand Warlock Nethekurse in the Shattered Halls of Hellfire Citadel and the Book of Forgotten Names from Darkweaver Syth in the Sethekk Halls in Auchindoun.
Kalynna will instruct you to get 2 books from the first boss of 2 different 5man instances in Outland. One is from Auchindoun: Sethekk Halls, and the other is in Hellfire Citadel: Shattered Halls. These instances need to be done in Heroic difficulty, so it can be difficult for some people. The first boss of each instance are the only ones required, you don't need to clear the whole instance.
Once you have obtained the 2 books, return to Kalynna and she will then give you the item to summon Nightbane.
Nightbane
-Go to the Master's Terrace in Karazhan and use Kalynna's Urn to summon Nightbane. Retrieve the Faint Arcane Essence from Nightbane's corpse and bring it to Archmage Alturus.
Now that you have the Blackened Urn, your group can then summon Nightbane at the Master's Terrace (the same area where you read Medivh's Journal). To complete the quest, Kill Nightbane and get the quest item from him. Once done, return to Archmage Alturus outside to receive your reward of an epic purple gem (matches Red or Blue socket).
Karazhan Walkthrough / Guide
This will be divided by sections inside Karazhan.
The Stables
As you first enter the front entrance of Karazhan, you will be presented with a few paths leading to different sections inside the broken tower. To the immediate right, you will see a door leading to a cellar-like room, with an NPC standing beside the door. This leads to the Servant's Quarters, where the optional animal bosses are. Other than the path leading to the Servant's Quarters, there is one going up, beyond Berthold the Doorman NPC, and one going in to the stables. The stables is where we want to go first, to kill the first boss Attumen the Huntsman, and gaining access to Koren, the blacksmith NPC for the quest (for those new to Karazhan) or for repairing purposes (for those with Honored / higher reputation with the Violet Eye).
Trash mob information
Spectral Stallion - Undead horse with the Absorb Vitality ability. The Absorb Vitality ability is like an aura, affecting raid members within range. This decreases strength and stamina by 20 for 15 seconds, while providing the stallion with a +20% strength buff that lasts for 30 seconds. The debuff can stack, being recast at approximately every 10 seconds, and cannot be dispelled. Rogues can remove it with Cloak of Shadows, though. The strength buff can be dispelled, purged or spell stealed, so if your tank can't take a beating you can try and dispel it. This mob can also be shackled or frozen (Freeze Trap).
Spectral Charger - Undead horse with a Charge and AoE fear ability. The charge target is the farthest player. Once it charges, it immediately does an AoE fear that lasts for a short duration (around 5 seconds). Placing hunters as the farthest target can be the solution for the charge-fear ability of this mob. This undead horse can also be shackled or frozen (Freeze Trap).
Spectral Stable Hand - Undead with Knockdown ability. Also has a heal ability that heals the horses. Normally, it comes with 1 or 2 horses, or sometimes alone if you managed to pull a lone patrol. Can also be shackled or frozen (Freeze Trap).
Spectral Servant - Undead with Curse of Past Burdens ability. This curse makes the victim move 70% slower, and reduces strength by 70%. Can be shackled or frozen (Freeze Trap).
Spectral Apprentice - Undead with Burning Brand ability. This ability increases fire damage taken by the victim by 50 per stack applied. This is stackable, and is not dispellable. This mob can also be shackled or frozen (Freeze Trap).
**These mobs respawn after 25 minutes. Linked to Attumen the Huntsman, so killing him will stop the respawns.
As you enter the stables, your first pull will be a lone stallion. Just tank and spank normally, and be careful of its Absorb Vitality ability which can also increase its strength by 20%. If your tank can't handle the damage, dispelling the buff can help. Next pull will have a Spectral Charger and a Stallion, so focus on the Stallion first and crowd control the Charger. In packs with Stallions, you would want to kill them first to eliminate the Absorb Vitality aura effect debuff to the raid. The next pull is a patrol with a Stable Hand. Just crowd control the stable hand and one horse, while focusing on the other horse. If crowd control is limited, just off tank the other horse. Remember that Stable Hands can heal horses, so if they are free, they could heal the horses while you are killing them. You can try killing the stable hand first, but its usually the horses first, especially the stallions. After this patrol are several 3-packs of horses and stable hands. Just do the usual routine of crowd controlling and focusing on one target at a time and you'll be fine. After killing the few small packs, you'll be faced with larger packs with 2 stable hands. For these, just crowd control what you can, and tank the rest. The raid should probably have a main tank and an off tank, just divide the non-crowd controlled mobs among them tanks and dual tank if needed. If there is a hunter, he could try kiting one for a short while. Focus first on Stallions, then Chargers, then Stable Hands. Remember to refresh the crowd controls as necessary (Shackles and Traps). Once you cleared the mobs, you'll see a 'neutral' named mob at the center of the stable. He is Midnight, Attumen's horse. This is your first boss fight, so get ready.
Attumen the Huntsman
This is the first boss inside Karazhan. The fight has several phases, and will need an offtank for its mount, Midnight. Attumen cannot be taunted, so watch your aggro. He is also immune to bleed effects.
Key Abilities
Shadow Cleave - Attumen has a cleave attack that deals around 4k damage. Melee dps should be aware of this and DPS behind Attumen to be safe.
Intangible Presence - Every 30 seconds, Attumen casts a curse that reduces chance to hit with attacks by 50% (ranged, melee, spell). Generally its just a small area curse, making melee the usual victims of this curse. Decurse immediately or it will hurt the DPS for the boss, making it a longer fight.
Berserker Charge - When Attumen is already mounted, he periodically does a charge attack on a random target, dealing considerable damage and knocking down the target. Healers just keep the raid topped off to avoid casualties with this attack.
Before engaging, you can see Midnight as a 'neutral' mob. The offtank should be the one tanking Midnight in the first phase. Before engaging, the offtank should position himself by the wall, beside the cart. Pull Midnight with a ranged shot, and the boss fight will begin. It will be generally a 'tank and spank' phase until Midnight reaches 95% health. The main tank should be hitting Midnight to gain rage, and wait for Attumen to spawn. When Midnight reaches 95% health, Attumen will spawn beside Midnight. The main tank should pick him up, and tank him a few distance away from Midnight. Make sure they are within line of sight of each other, or the fight may bug and reset later. Continue DPS on Midnight until 25%, where Attumen finally rides Midnight for the final phase. Attumen hits fairly hard, so disarming him should greatly help, as well as casting Curse of Weakness by a warlock. Once he rides Midnight, aggro resets so the main tank should be ready to grab him immediately, and DPS stops for a while to let the tank gain threat. Hunter's Misdirection skill can help on the final phase transition, to get additional threat for the tank. While in this phase, Attumen periodically charges a random person, far or near, so healers should be topping everyone off to avoid Attumen killing them in just one charge. Attumen can still do Shadow Cleave while going back to the tank from a charge, so be careful and just stay away from Attumen. Whenever he charges, DPS should briefly stop to avoid gaining aggro over the tank since the tank can't maintain aggro while Attumen is away from him. All throughout the fight, mages and/or druids should continually decurse people who got the Intangible Presence curse from Attumen. With the curse on people, their DPS can drop drastically, dragging the fight longer due to lack of DPS. The whole fight is generally 'tank and spank', and is considered a gear check for Karazhan.
Once you have killed Attumen and looted him, there is one more pack that you need to pull to gain access to Koren the Blacksmith. The pack consists of different mobs than the previous trash that you have cleared before Attumen. The last pull you'll be doing in the stables consists of a Spectral Servant and 4 Spectral Apprentices. Just like other pulls, crowd control what you can, and tank the rest. Try to focus first on the single Servant, then move on to killing the Apprentices one by one. Once you have cleared the mob off Koren, complete your quest (if you just got it) or go and repair (if you are already Honored or higher). You're now done with the stables section and may now move on to another. If you want more reputations, you could try continuing and clear the rest of the stables going up, but its not really practical and would be a waste of time.
The Grand Ballroom
Retrace your steps from the stables back to Berthold the Doorman. Beyond him up the stairs is the Grand Ballroom. You will need to clear some mobs here, then stick by the walls to the left to reach the next room. This room is where Moroes, the Tower Steward, resides.
Trash mob information
Phantom Guest - Non-elite undead that comes in large packs. Each of them have different abilities, ranging from being a caster to melee fighter, or even a ranged fighter. General strategy is just to AoE them to death.
Spectral Servant - Same as the ones in the stables, they have the Curse of Past Burdens ability. Several servants patrol the large ballroom, just pull them one by one.
Skeletal Waiter - Undead skeleton creature that has Brittle Bones ability. This debuff is most often applied to the tank, which lasts for 1.5 minutes. This is not dispellable, so basically you'll have to wait for it to wear off from the tank before making another pull. The Brittle Bones debuff has a chance to apply Rattled debuff on the victim, dropping his armor to 0 for 10 seconds. This is deadly for a tank, making him take more damage and might kill him in the process.
Ghostly Steward - Undead that comes in pairs. They cannot be shackled or trapped, so an offtank is required for the pull. They are also immune to taunt, so the raid should watch their aggro. Also can't be stunned. At 50% health, they enrage, dealing greater damage (around 3-4k on a tank with around 12k armor). Disarm them when they enrage, which drops their damage output considerably.
Phantom Attendant - Undead warlock-class that has a Shadow Rejuvenation ability. They have the warlock ability Curse of Agony. The Shadow Rejuvenation ability is their Heal-over-Time. These mobs can be crowd controlled (shackle, trap).
Spectral Retainer - Undead shadow priest-class that also has Shadow Rejuvenation ability. They have the ability to mind control a player, which can't be dispelled. Just crowd control the mind controlled person (sheep, stun) until the effect wears off. This mob comes alone with 4 other mobs, so its suggested to take this down immediately to avoid getting more people mind controlled. Immune to crowd control (shackle, trap).
Phantom Valet - Undead that hits hard and has a Demoralizing Shout ability similar to the warrior ability. They hit considerably hard, so extra heals would be required on the tank. Also, they can detect stealth, so stealthers beware. Immune to taunt.
**These mobs respawn after 1 hour. Linked to Moroes, so killing him will stop the respawns.
From the Doorman NPC, go up the stairs, stopping at the second flight of stairs, as this is where you will kill the initial mobs. First target should be the left group of dancing Phantom Guests. Wait for the patrolling Spectral Servants to move away from the first pack, then pull. They are non-elites, so you can just AoE them to death, although they still hit clothies hard so be sure to shield and heal them. Once they're out, you can now pick the patrolling Spectral Servants one by one, pulling them when they are not near any of the other packs. Once you have killed most of the reachable patrolling Spectral Servants, move to the left, up the stairs. Scale the walls, so you'll be safe not to pull the rest of the mob packs. Once you're comfortable in the corner, your next target is the Skeletal Waiter patrolling from Moroes' room to the huge ballroom. Try to stun this mob as often as possible, to avoid him using the Brittle Bones ability. This is deadly to a tank, since it has a chance to drop its armor to 0, making him very vulnerable. The debuff is also not dispellable, so if ever the tank got the debuff, you'll probably need to wait it out for it to wear off before proceeding or he'll just die if his armor drops in the middle of tanking. Stay in the corner and pull the 2 groups of Phantom Guests on the large table inside Moroes' room. Once they are done, you can move in. Your next target should be the 2 Ghostly Stewards standing at the side of the room. They can't be crowd controlled, so you'll need to tank them both separately. They also enrage at 50% health, so healers may need to overheal when that happens. Once they're done, its the Phantom Guest group again to the right, avoiding pull on the Skeletal Waiter. Pull the rest of the mobs in the room one by one, making sure the whole room is cleared before you plan to take on Moroes. You'll need the whole room for the fight. When the room is cleared, get ready.
Moroes
Moroes is the second boss in Karazhan. He has several adds with him, each of them with different abilities. Moroes is immune to bleed effects. You need to kill Moroes before you can start the Opera event.
Key Abilities
Vanish - Similar to Rogue vanish. Periodically vanishes throughout the fight. This ability doesn't reset aggro.
Garrote - After reappearing from Vanish, he immediately Garrotes someone. This DoT ability deals 1000 damage per 3 seconds for 5 minutes (total of 100k damage). Only way to deal with it is to heal through the damage, or have a paladin cast Blessing of Protection on the Garroted player. Mages can also clear Garrote by Ice Block. Dwarf players can Stoneform to remove Garrote too.
Blind - Similar to Rogue blind. Should be depoisoned immediately, especially if a tank has been blinded.
Gouge - Similar to Rogue gouge. Occasionally targets the main tank, incapacitating him for a few seconds and turning to the person with the next highest aggro. An offtank should be sticking with Moroes all the time to prevent having Moroes running wild on the raid.
Enrage - When Moroes reach 30% health, he will enrage, increasing damage output.
Additional Mobs information
Baroness Dorothea Millstipe - Shadow Priest add. Has the Mana Burn ability.
Baron Rafe Dreuger - Retribution Paladin add. Can dispel shackles and casts blessings.
Lady Catriona Von'Indi - Holy Priest add. Can heal and dispel shackles.
Lady Keira Berrybuck - Holy Paladin add. Can heal, cast blessings, and dispel shackles.
Lord Robin Daris - Arms Warrior add. Hits hard, can cleave, and has Mortal Strike ability.
Lord Crispin Ference - Protection Warrior add. Has high damage mitigation.
For every instance, Moroes has 4 random adds chosen from the 6 possible adds that can come with him. The basic strategy for the adds is to crowd control as many adds as possible, then focus on killing one at a time. They can be shackled, trapped, feared by paladin's Turn Undead skill, or kited. Kiting can be very hard, since you can only kite inside the room. If they move out of the room, the fight will reset. Your priority on killing the adds would be: Shadow Priest, Retribution Paladin, Holy Priest, Holy Paladin, then the Warriors. Kill the shadow priest immediately if she is present, or she'll drain your mana with her mana burn. Lower priority targets should be the best candidates for crowd control. Kill one add at a time, while crowd control the rest. They can be stun locked, so if your rogues can manage, just stunlock the focused add. This way the offtank won't have to bother tanking the add and he can focus on gaining 2nd aggro on Moroes with the main tank. Remember to reshackle adds every 5 seconds or so, since there is a chance that the shackles would break earlier and may run wild and kill the raid. When you kill the adds, if your crowd controllers can manage to constantly control 1 or 2 adds (specifically warrior adds), you can leave them crowd controlled, and move on to killing Moroes. If your hunter is free from crowd controlling, he can help the shackling priest by placing a trap in between the priest and the shackled add so that if ever the shackle breaks, it won't immediately go to the shackling priest and kill the priest. It can give the priest some time to reshackle the add when the shackle prematurely breaks.
The main tank should be the one pulling Moroes. Once he pulls, crowd control the adds immediately, and focus on killing one add at a time. The offtank should also start gaining 2nd aggro on Moroes, so that if the main tank gets gouged, Moroes will go to the offtank instead and not to the raid. If the raid can't manage to kill the focused add without it being tanked, offtank should pick it up and tank it for a short while, while still maintaining 2nd aggro on Moroes. Blinds should be depoisoned immediately especially if the tank is blinded, or Moroes will run wild and kill the raid if the 2 tanks are disabled (gouged and blinded). When the raid has killed most adds (you can leave 1 add shackled, 2 if your hunter can manage to keep another trapped), they can now move on to DPSing Moroes. All you have to worry about now is the Garrote.
Every time Moroes vanishes, he randomly picks a raid member and garrotes him when he reappears. This is a 5min bleed debuff that cannot be dispelled which ticks for 1k per 3seconds. This can really hurt and can drain healer mana quickly. If a mage has been garroted, he can cast Ice Block to remove it (if he is a frost mage), or if he is a dwarf (alliance only) he can go Stoneform. Paladins can also cast Blessing of Protection on people with Garrote to remove the effect on them. Careful though, if the tank gets garroted you ought not to BoP the tank or his aggro will reset. Its best to cast BoP only on garroted healers, or DPS if the healers are clean. Remember to reapply crowd control to the remaining adds. This fight is somehow 'tank and spank' too, but with adds. Also if the main tank gets gouged, remember to shift heals on to the offtank as Moroes will most likely to move on to the offtank. At 30% health, Moroes will enrage, so additional heals may be necessary.
Once you have killed Moroes and looted him, you still need to clear the rest of the ballroom. This time, you'll be pulling some packs of 5 consisting of a Spectral Retainer and 4 Phantom Attendants. These pulls are hard and can wipe the raid if you're not careful, since the Spectral Retainer does a non-dispellable/cancellable mind control. To deal with these packs, just focus on killing the Retainer first, and offtank / crowd control the Attendants. Once the Retainer is down, it will be easy now with the attendants left. Also, among the rest of the mobs in the ballroom is the Phantom Valet. This mob hits very hard and can kill the tank in a few hits. Just do additional heals on the tank and you'll be fine. Clear the rest of the ballroom and go in the door to the left, and up the stairs to the 2nd level. There is one more Retainer pack here (you can leave the other pack alone), several guest packs and some patrolling servants. The next section is just right through the door to the right, after you kill the Phantom Valet guarding the doorway.
The Guest's Quarters
This little section is a short hallway with 3 rooms filled with mobs. At the end of the hallway is a large room with a large woman stone statue named Maiden of Virtue, the 3rd boss in Karazhan. She resembles Ironaya, a boss inside Uldaman.
Trash mob information
Phantom Guardsman - Undead that comes in pairs. They can knockdown their targets, and also can summon a non-elite undead dog. Can be crowd controlled (shackle, trap).
Phantom Hound - Non-elite undead dog. They are summoned by the Phantom Guardsman. Although they are non-elite, they hit really hard. Also has Rend ability. Can be crowd controlled (shackle, trap).
Spectral Sentry - Undead that comes in pairs. They patrol the hallway, and has Multi-shot ability. Can be crowd controlled (shackle, trap).
Concubine - Demon with Jealousy, Temptation and Seduction abilities. On its 'human' form, she can cast Temptation which is an undispellable debuff. This debuff has a chance to makes your attacks heal your target. At 50% health, she transforms into its true form, the Succubus. This transformation wipes all debuffs on her and at this form, she can cast Jealousy and Seduction. Seduction is normally cast right after she transforms, and is an AoE seduce. This lasts for a few seconds so she may run wild on the rest of the raid. Also while on this form she can cast Jealousy, which is a debuff that has a chance to make your attacks also damage yourself. Can be banished for crowd control.
Night Mistress - Undead caster that has Shadow Bolt and Searing Pain, like a warlock's ability. Also has Impending Betrayal ability, an undispellable debuff that deals 3000 damage after 10 seconds. This mob is also immune to Curse of Tongues. At 50% health, she transforms into an undead female, wiping all debuffs on her. Can be crowd controlled (shackle, trap).
Wanton Hostess - Undead that emits an aura, depending on its form. On its 'human' form, she emits Alluring Aura, which reduces physical damage by 50%. At 50% health, she transforms into its true form, the Banshee. This transformation wipes all debuffs on her and at this form, she can cast Banshee Wail. The Banshee Wail is an AoE silence spell. Also, while on banshee form, her aura changes into Bewitching Aura, which reduces magic damage by 50%. Can be crowd controlled (shackle, trap), but their aura can still work.
**These mobs respawn after 1 hour. Linked to Maiden of Virtue, so killing her will stop the respawns.
When you move into the hallway, move to the left first. You'll find a narrow passageway here leading to the lower levels. This is actually another way to the Servant's Quarters. Ignore the passageway and just position yourselves here, pulling patrols one by one. These patrols come in pairs so just shackle 1 and just DPS the other. For the Phantom Guardsmans, make sure the offtank grabs the dog that spawns or it will hurt the raid. Aside from these pulls, you'll find a patrol consisting of a Concubine and a Night Mistress. Just crowd control one and focus on the other. These mobs can transform, and can have different abilities when transformed so take note. After the patrol, grab the Phantom Guardsman guarding the central room. After them is the large pack of Concubine/s, Night Mistress/es and Wanton Hostess/es. Crowd control as necessary, and if you are lacking on one, just pick that one as the primary focus. Now if you have the next part of your Karazhan quest (Keanna's Log), you can clear the central room and get the book, or you can just move on and kill the last Phantom Guardsman pair then kill the Maiden first before clearing the central room. Also while traversing the hallway, just stay to the right side to avoid body pulling mobs from inside any of the rooms. Once the last guardsman pair is killed, get ready for Maiden of Virtue.
Maiden of Virtue
She is the 3rd boss inside Karazhan, which closely resembles the Uldaman boss, Ironaya.
Key Abilities
Holy Fire - Similar to priest's Holy Fire, does an initial 3k-3.5k holy damage, then inflicting a dispellable DoT. The DoT deals 1750 damage per 2 seconds for 12 seconds. This can kill anyone if the DoT is not dispelled immediately. Can be countered with Grounding Totem or Spell Reflection.
Holy Wrath - Similar to High Priest Venoxis' ability, Holy Wrath deals for around 2k initial holy damage, then jumps to nearby people and increases in damage per jump. Everyone must be spread out to avoid chaining this ability.
Repentance - Maiden does a room-wide Repentance just like a paladin's skill. The skill does around 1.5k-2k holy damage, then incapacitates everyone in the room for 12 seconds. Any damage will cancel the effect. Only the main tank is exempted from this ability, since she doesn't use this on him.
Holy Ground - Similar to paladin's Consecration skill. Maiden constantly casts this skill, which does around 240-360 holy damage every 3 seconds. It also silences for 0.5 seconds every second you are in the holy ground, preventing non-instant spells from being cast. This ability also breaks Repentance.
When you see Maiden's room, it is an octagonal room with Maiden in the center. Position everyone such that everyone is spread out and not near anyone within 15 yards. This will prevent the Holy Wrath from chaining and dealing further damage. Also, position your dispellers (priest, paladin) such that they can reach people for dispels. Maiden has a moderate aggro range, and you can hug the walls so you can position yourselves easily. Warlocks can bring out their felhunters and self-dispel with them when they get Holy Fire. This way dispellers will have less people to worry about. You'll probably need at least 2 people who can dispel, so everyone is within range for dispelling.
Upon engaging, the tank goes in to the center, while everyone goes into positions. Priests and Paladins should be on their toes to dispel people immediately when they are afflicted by Holy Fire. Healers make sure to top the tank up at all times and keep HoTs on him at all times, so that when Repentance hits he won't be in danger and die in an instant. DPS her down while making sure everyone is dispelled immediately and you will win.
Several ways to deal with Repentance is by having a paladin keep Blessing of Sacrifice on the tank, so when Repentance hits the damage to the tank will also damage the paladin, breaking the Repentance stun. This way he can resume healing the tank immediately, or dispel people if anyone gets hit by Holy Fire. This strategy is useful when the raid has no druid to keep HoTs up on the tank. Another way is to have a priest position himself very near to Maiden, but outside the range of her Holy Ground. When Repentance is about to hit, the priest moves in the Holy Ground to get a small DoT. Once Repentance hits, the DoT will break off his Repentance stun and can resume healing and dispelling. This strategy requires timing, and is easily done if you use boss mods (like Deadly Boss Mods) which has timers for boss skills. Another way is for the tank to drag Maiden to a healer, so that the Holy Ground hits him and would break the Repentance. This one is very risky, and is not recommended to do. If the group has a druid, his HoTs greatly help for when Repentance hits, and a healer didn't run in to the Holy Ground on time, or a Paladin didn't refresh his Blessing of Sacrifice on the tank on time.
Once Maiden is killed, go back out the Guest Quarters and proceed to the Opera House section.
The Opera House
This section has a random boss per instance. There are 3 possible bosses for the event and you need to clear the event to proceed further into Karazhan.
Trash mob information
Skeletal Usher - Undead skeleton which hits hard. They usually come in pairs, and has a Frost Shock ability, and an Ice Tomb ability. This ability encases the target in a block of ice, disabling him for 4 seconds. The Ice Tomb target is usually the one with the highest aggro (the tank). To deal with this, 2 tanks are required so that when the main tank gets frozen, the offtank can catch it. This mob is immune to taunt, so everyone should be careful on aggro especially when the tank gets Ice Tombed. Also immune to incapacitating and slowing effects. Can be shackled.
Spectral Patron - Similar to Phantom Guest, these are large packs of non-elite undead. Just AoE them to death.
Phantom Stagehand - Undead with Mallet Toss ability which deals 2975-4025 physical damage. Also has Sandbag ability which reduces attack and movement speed by 35%. Can also throw Net which immobilizes targets. These are immune to snares but can be stunned and disarmed. Cannot be shackled.
Spectral Performer - Undead which comes in pairs. Can cast Bad Poetry, which is a dispellable debuff that puts targets to sleep for 10 seconds. Also has Spotlight ability. This ability is cast down on the ground, and looks like a real spotlight. Anyone who is in the spotlight receives a beneficial debuff, which increases all damage done by 50%. This ability lasts for 15 seconds. This is usually cast at the Performer's location, so you'll need to move him away from it and position yourself in it instead to get the 'debuff'. When this mob dies, it does Curtain Call which deals 2775-3225 area fire damage. Cannot be shackled, so tanking them is required.
Ghostly Philanthropist - Undead which comes with several Spectral Patrons. Has Ill Gift ability, which deals 3150-3850 shadow damage to the target, but restores 1575-1925 mana. You can only encounter these mobs after the Opera event, and they drop 10-11g each.
**These mobs respawn after 1 hour. Linked to the Opera event, so completing the event will stop the respawns.
Once you're back out of the Guest's Quarters, you will see a pathway guarded by 2 Skeletal Ushers. This leads to the Opera House. Pull the Ushers with 2 tanks on an Usher, while shackling the other. Putting 2 tanks on an usher ensures that the Usher won't go to the raid when the main tank gets Ice Tombed. There are 2 sets of Skeletal Usher pairs, with a single one patrolling. Once the Ushers are dealt with, pull the Spectral Patron packs and AoE them. There are 4 sets of Spectral Patron packs, and there are Skeletal Ushers at the sides. You can choose not to kill the Ushers and just proceed to jump down below the stage. The next part has the Phantom Stagehands and Spectral Performer mobs behind the stage. Stay below the stage and let a hunter pull the patrolling Phantom Stagehand. Be careful as the Stagehand has Net ability which can immobilize you. Best way to handle it is to use Misdirection. After killing the Stagehand patrol, pull the nearest pair of Spectral Performers and bring them below the stage again. After these mobs, the raid can go up now towards the backstage. Facing the stage, enter the door to the left which leads to the backstage. The door to the right leads back out. Keep pulling the Performer pairs, and the single Stagehands until you reach Barnes the Stage Manager. He will start the opera event when you talk to him. If you didn't kill Moroes earlier, he won't start the event, so you have to kill Moroes first so you can proceed. Get ready before talking to him since when he starts the event, and you all need to enter the stage area once the event starts or you'll be locked outside because the door closes when Barnes goes off the stage. There are 3 events (3 bosses) randomly chosen per instance. Barnes announces at the stage what the event is, so you'll need to read from what he says to know what the event is.
The Big Bad Wolf - "...things are not what they seem, for tonight, your eyes may not be trusted."
This event is similar to the Little Red Riding Hood story. You'll fight the wolf that impersonates the grandma. Once the curtain rolls up, you will see a Grandmother NPC standing in the middle. Don't talk to her yet until you are ready or you'll start the event.
Key Abilities
Terrifying Howl - Big Bad Wolf occasionally does an AoE fear which lasts for 3 seconds. He does this every 30 seconds. Stance dance with berserker rage to avoid the fear.
Little Red Riding Hood - Every 30 seconds, Big Bad Wolf targets a random player and turns them into Little Red Riding Hood for 20 seconds. This player transforms into a gnome, has 0 armor, and cannot attack or cast spells. Once the player gets the debuff, Big Bad Wolf will yell "Run away little girl, run away!" and will start chasing this player until he's dead or the duration has passed. Also, while the player has this debuff, his speed increases by 50% to be able to run away from Big Bad Wolf.
Before starting, position yourselves at the southwestern part of the stage (beside the door), while the tank waits at the northwest corner of the stage where he will tank Big Bad Wolf. When you are ready, talk to the Grandmother NPC and start the event. The grandmother will turn into the Big Bad Wolf and start attacking. Immediately misdirect Big Bad Wolf to the tank, or if a hunter is not present, have the tank talk to the grandmother then bring the wolf to the tanking spot. Big Bad Wolf has an AoE fear, so the tank needs to stance dance and use Berserker Rage to avoid the fear. This fight is generally 'tank and spank', except for the time when people became little red riding hood.
Periodically, Big Bad Wolf will turn a random player into Little Red Riding Hood, making the victim's armor 0 and is a target to Big Bad Wolf. At this point, the little red riding hood person cannot do anything but run away, so the person needs to kite Big Bad Wolf around the stage until the debuff runs out. The kiting direction should be counter-clockwise, and the kiter should stick to the edges and the walls while kiting but cutting the corners. The Big Bad Wolf should be hindered by the existing props on the stage and will increase the gap. Also, while a person is a Little Red Riding Hood, DPS should slow down since the tank needs to chase Big Bad Wolf and won't be able to maintain constant aggro on Big Bad Wolf. All the healers focus on healing the Little Red Riding Hood since she has 0 armor, and a hit from Big Bad Wolf can be very deadly to her. While chasing the little red riding hood, the Big Bad Wolf can still use his fear ability, so the rest of the raid should be careful when Big Bad Wolf passes you while he is being kited. When the duration of the debuff has passed or the little red riding hood dies, the tank needs to bring him again back to the tanking spot, and the raid resumes normal DPS. When the main tank becomes the little red riding hood, STOP ALL DPS and just focus on healing the tank while he kites the wolf around.
Romulo and Julianne - "...a tale of forbidden love."
This event is similar to Romeo and Juliet. You will fight Julianne at first, then Romulo, then finally the two of them both. The event starts immediately so the tank needs to pick Julianne up immediately. If you have a warlock, let him bring out his felhunter pet, as it will be very useful for this fight. Two tanks are required for this fight.
Key Abilities (Julianne)
Eternal Affection - This is Julianne's heal spell. Has a 2.5 second casting and can heal Romulo or Julianne by a large amount. Should always be interrupted.
Powerful Attraction - Occasionally, Julianne can stun a person for 6 seconds. This is a 1.5second cast.
Blinding Passion - Deals 1.5k direct holy damage to a target. Also deals an additional 750 damage per second DoT for 4 seconds.
Devotion - Juliannes beneficial buff. This is a self buff that increases Holy damage dealt by the caster by 50% and casting speed by 50% for 10 seconds. This can be dispelled or spellstealed.
Key Abilities (Romulo)
Backward Lunge - Romulo strikes an enemy behind him for 1900-2100 damage. Also knocks the victim away.
Deadly Swathe - Romulo's cleave attack. Deals weapon damage plus 110.
Poisoned Thrust - Romulo's attack that puts a stacking poison debuff on the target. This poison debuff reduces all stats by 10%, stacking up to 8 times. Can be removed as poison.
Daring - Romulo's beneficial buff. This is a self buff that increases Physical damage dealt by 35% and attack speed by 35% for 8 seconds. Can be dispelled or spellstealed.
Once the curtain rolls up, you will see Julianne standing at the center of the stage. She will attack immediately, so the tank needs to catch her immediately. The tank needs to bring her to the left side and tank her there. She is basically 'tank and spank', but remember to interrupt her heals or it will drag the fight longer. Also when she casts her self buff, remove it immediately with dispel or spellsteal or the felhunter's devour magic skill. When she casts Blinding Passion on someone, just heal the victim of the damage. Once she's dead, Romulo will appear.
Once Romulo shows up, the offtank should pick him up and bring him to the right side of the stage and tank him there. Misdirection from a hunter can help to provide initial threat from Romulo. He is another 'tank and spank', but can hit hard. Warriors needs to disarm him every time its possible to reduce his damage output on the tank. When the tank gets poisoned by Romulo's Poisoned Thrust skill, immediately depoison the tank and don't let the poison stack. Also when Romulo casts his self buff, remove it immediately with dispel or spellsteal or the felhunter's devour magic skill. Once he's dead, they will both resurrect and fight again.
At this phase, both tanks need to pick up Romulo and Julianne and tank them at their designated sides. This part is just the same as earlier, only that both of them are alive and you have to fight them simultaneously. This time, Romulo and Julianne should die at 10 seconds interval from each other, or else the other will resurrect the dead, similar to the Tiger boss in Zul'Gurub. Start off by bringing Romulo down to around 10%, then killing Julianne. Right after killing Julianne, focus on Romulo and kill him immediately before he can resurrect Julianne again. Remember to always remove their self buffs, and always interrupt Julianne's heals.
The Wizard of Oz - (Barnes mentions about friends finding their way home)
This event is similar to the Wizard of Oz story. You will fight Dorothee and her friends, and after killing them, the Crone will appear for you to kill. The event starts off immediately after Dorothee speaks her dialogue.
Character information
Dorothee - The first one to activate. Untankable, and attacks random targets. Casts Water Bolts which hit for 2025-2475 frost damage. Also summons Tito, her dog. When Tito dies before Dorothee dies, she enrages.
Roar - The second one to activate, after around 10 seconds after Dorothee attacks. Vulnerable to fears, making warlocks suitable to handling Roar. Also hits fairly hard.
Strawman - The third one to activate, after around 10 seconds after Roar attacks. Vulnerable to fire spells, making mages or warlocks suitable to handling Strawman. Whenever Strawman gets hit by a fire spell, he has a high chance to get disoriented for 6 seconds.
Tinhead - The fourth one to activate, after around 10 seconds after Strawman attacks. Has a cleave attack. Also gets 'rusty' over time, slowing his speed and stacking up to 8. Initially he's very fast, then after every 6 seconds he will rust, slowing down for 10% per stack. Hits hard, so he is basically kited.
Tito - The fifth to activate, after around 10 seconds after Tinhead attacks. Has Annoying Yipping ability, which pacifies and silences the target for 2 seconds, making him unable to attack or cast spells.
The Crone - Once Dorothee and the rest have been killed, the Crone will appear. She has a Chain Lightning ability, which can chain up to 5 targets, increasing in damage per jump. Also activates the Cyclone in the stage. The cyclone launches people caught in it up in the air, disabling them for a few seconds, then dropping down dealing fall damage.
This fight requires people to do different roles. First off, Dorothee activates and starts attacking anyone with Water Bolts. She is untankable, so just DPS her down immediately. After around 10 seconds, Roar activates and starts attacking. Roar hits hard and is susceptible to fear effects, so let the warlock (if your group has one) to handle him. If there is no warlock, have the hunter use Scare Beast on him, and have a priest help him in fearing while Scare Beast cools down. But before fearing, have a tank gain aggro on him so that when Roar gets out of fear, he will go to the tank, instead of going to the raid. After around 10 seconds upon Roar's activation, Strawman will activate. He is very susceptible to fire attacks, so have the mage just spam scorch on him and he'll be disoriented the whole time. After 10 seconds, Tinhead will activate. Have a tank grab him immediately and tank him for a short while in a corner (preferably at the northeast corner of the stage). If your tank can handle it, he can continue tanking him, but if not, he needs to stop attacking and let a kiter take over (hunter, mage, etc) when he starts to rust. After Tinhead is Tito. This little dog hits moderately hard, and can silence people. If there's a free tank, let him tank Tito, or just use the tank that gains aggro on Roar. Continue the individual tasks and just DPS them one by one. Dorothee needs to die first, followed by Tito since he only have a small amount of health. After Tito is Roar, so have a tank get ready to pick him up. Once he's dead, Strawman should be almost dead to the mage's Scorch spamming, or if not, just kill him next. Then finally, kill Tinhead.
When Dorothee, Roar, Strawman, Tinhead and Tito are already dead, the Crone will appear. She is the main boss for the event, and is generally just 'tank and spank'. Be careful of the Cyclone on the stage, since it can disable you and throw you up in the air.
You can get any of the 3 Opera events listed per instance. Once you complete the event, the door to the right of the stage opens, which leads up to the balcony. Up here are the Ghostly Philantropists. They give a large amount of gold when they are killed, around 10-11g per Philanthropist. Just kill them first, then proceed to killing the Spectral Patrons last. The balcony has 2 levels, and eventually will lead to the Broken Stair section of Karazhan.
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