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World of Warcraft Complete Karazhan Guide: Part 3

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Name Complete Karazhan Guide: Part 3
CategoryRaid
This is the final installation for the Karazhan Guide. It will cover from the trash going to Netherspite up to Prince Malchezaar, and the Nightbane fight.

Since the Shade of Aran is now dead, the huge chunk of trash mobs are out of the way, and you can now avail of the teleportation service provided by the Doorman NPC. Just talk to the Doorman NPC at the front entrance and there will be a new conversation option below his usual ones. Choosing this option will teleport you instantly back to Aran's room. This saves you walk time when you wipe, or when you needed to repair at the Blacksmith NPC in the stables.

From the small room before Aran's room, continue up the ramp to the small corridor. Just by the doorway, there is a shade pack waiting, so be careful not to get too close and just stay by the edge of the corridor. Aside from the usual shade packs, these packs now have a Sorcerous Shade included. This mob is similar to the Spell Shades, but has volley spells instead of single target ones. Since there is just a single Sorcerous Shade on every pack, you need to kill these immediately, since spell volleys really hurt and may wipe the raid. After killing the Sorcerous Shade, only Spell Shades will be left, and its just like the previous shade packs before Aran. There are 2 Sorcerous Shade packs in the room, then 1 above the ramp. After clearing the packs, you'll be faced with a room full of Ethereal Thieves. These mobs can be pulled one at a time, just time your pulls when they patrol. On these mobs, you need 2 tanks since they have Disarm ability which is similar to a warrior disarm skill, but also drops aggro. They hit fairly hard and cannot be taunted, so if you pull aggro it'll be most likely that you'll die in a few hits. They also has cleave so melee DPS need to watch out too. After clearing the whole room, you'll be presented with 2 paths, one going up to Netherspite, and one going down to the Chess Event room. Up the ramp are a couple of Ethereal mobs, and in the room below are the Ethereal Spellfilchers. You can proceed to Netherspite and kill it so you won't have any more problems with respawns, or you could go to the chess event first and pick up some free loot then go back to Netherspite.

Netherspite
This is the nether dragon boss inside Karazhan. The fight can be a little tricky, but when you get the hang of dealing with the beams, this fight should be a piece of cake. Also an optional boss, so if you don't want to bother killing it, you can skip and proceed to the chess event instead.

Key Abilities
Nether Burn - Netherspite's aura spell. This aura deals 1200 shadow damage every 5 seconds. Having shadow resist buffs can reduce its damage.
Void Zone - Similar to Zereketh the Unbound's skill (1st boss in Arcatraz). Netherspite opens a void portal on the floor which deals around 1k shadow damage every 2 seconds to anyone who is stepping on the black hole. This black hole lasts for several seconds, so just move out of it if it spawns under you.
Empowerment - Netherspite gains an undispellable self-buff which increases damage by 200%.
Netherbreath - Netherspite's deadly spell which it only uses when in Banish Phase. This ability fires arcane bolts to several people in cone area in front of Netherspite. The arcane bolts deal around 4-5k arcane damage to the victim, and also throws them back. Can be deadly if it hits too many people, so you all need to spread out.
Enrage - After 9 minutes in the fight, Netherspite will enrage, increasing its damage by 400%. If the raid reach this stage, its essentially a wipe, since Nether Burn will kill you in a few ticks.

The fight has 2 phases alternating, Portal and Banish phases. A whole phase cycle lasts for around 1 minute and 30 seconds, so essentially the raid needs to kill Netherspite before you reach the end of the 6th cycle. Once you engage Netherspite, the door to Netherspite's room will close, so you all need to get inside the room before engaging. Netherspite's room is very spacious so when you aggro Netherspite, position him at the center of the room so you can all spread out comfortably when its the Banish phase. When you initially aggro Netherspite, the portal phase starts, and 3 portals will appear at the north, southeast and southwest corners of the room.

Portal Phase - "Netherspite cries out in withdrawal, opening gates to the nether"
During this phase, Netherspite will open 3 portals from the 3 corners of the room, 1 on the north, 1 at the southeast corner and 1 at the southwest corner of the room. These portals have colors and from them, a beam will fire going towards Netherspite. These portal colors are random every portal phase, so keep in mind you probably won't get the red portal from the southeast always, and so forth. The beams from these portals give anyone who receives it, including Netherspite, a stackable buff, depending on the color. These beams are the keys to the fight, where the raid needs to receive the beams and not let Netherspite get them.

The Portals and its Beams
Red Portal - Perseverance beam (red, tank)
-Lasts for 20 seconds after leaving the beam
-Beam recipient's damage taken is reduced by 1% per stack.
-If a raid member receives the beam, he will get automatic aggro from Netherspite.
-Your defense increases by 5 per stack while you have the red beam buff.
-Your health is modified, wherein the first stack of the red beam will give you +31000 maximum health, and will reduce your maximum health by 1000 per stack. Your health is replenished every time a stack is applied, so its not really necessary to heal you while you are currently tanking the red beam.

Green Portal - Serenity beam (green, healer)
-Lasts for 10 seconds after leaving the beam
-If it hits Netherspite, it will heal him for 4000 health per tick. This is stackable, so it will heal Netherspite for 4000, 8000, 12000, and so on for every stack applied)
-If it hits a player, his healing done is increased by 5% per stack and his spell costs are reduced by 1% per stack.
-If it hits a player, his maximum mana is reduced by 200 per stack. This also affects druids in feral forms. This can reduce your mana to 0 if you're not careful and you let it stack too high on you.

Blue Portal - Dominance beam (blue, DPS)
-Lasts for 8 seconds after leaving the beam
-If it hits Netherspite, its spell damage is increased by 1% per stack. This affects Nether Burn, so it can be deadly if you let it stay on Netherspite.
-If you get hit by this beam, your damage is increased by 5% per stack and the healing you receive is reduced by 1% per stack.
-If you get hit by this beam, the damage you take from spells is increased by 8% per stack. This includes Nether Burn, so you'll probably need to focus healing on the current blue beam tank since Nether Burn will hurt him very much.

Whenever you leave the beam and the buff expires from you, you will get the Nether Exhaustion debuff which will prevent you from taking the same beam for a few minutes. Note that each beam have different exhaustion debuffs, so if you get one and a beam of another color needs to be blocked, you're still safe to block that beam of another color. To deal with the Nether Exhaustion debuff, the raid needs to have 2 sets of beam blockers, alternating per portal phase.

Assigning Beam Tanks
Since each beam gives you a Nether Exhaustion debuff, its not possible to have a single person or two to be assigned to a beam for the whole fight. You will need to assign 2 sets of people to alternate per portal phase so when the 1st group of beam tankers get the debuff, the other set will block the beams on the next portal phase to let the other group's debuff wear off until the next portal phase, and vice versa. There are 10 raid members, 5 for each portal phase. You will need 1 to tank the red beam, then the rest of the beams will have 2 persons each per portal phase. The red beam is for the tanks, green is for the healers and blue is for the DPS. Here is an example of a group makeup:
Group 1: Prot Warrior (MT), Feral Druid (OT), Resto Druid, Elemental Shaman, Holy Paladin
Group 2: Mage, Hunter, Warlock, Holy Priest, Rogue

For that group setup, you can assign the beams as follows:
Odd Portal Phase:
Red - Prot Warrior
Green - Holy Priest, Holy Paladin
Blue - Warlock, Mage

Even Portal Phase:
Red - Feral Druid
Green - Resto Druid, Rogue
Blue - Elemental Shaman, Hunter

As you can see, 5 people are assigned per portal phase. The first portal phase would be for the Odd group. Once the 1st portal phase ends and the 1st banish phase begins, the 1st group will still have the Nether Exhaustion debuff on them. After the Banish phase is the next portal phase, and the beams on this phase is for the Even group, since the Odd group still has the Nether Exhaustion debuff. On the next portal phase, the debuffs on the Odd group should have worn off so they can go and block the beams again on this portal phase. Essentially, the 2 groups will alternate on blocking the beams on each portal phase. If you have a different group makeup, you can revise and setup your own beam tank assignments. Just keep in mind the buff the beam gives and to whom its suitable for blocking. For example, the blue beam is really for DPS classes, so you ought to assign the beam to DPS classes. If you have rogues or DPS warriors though, and you're short on healers for the green beam tanks, you should assign the rogues to the green beam since they can safely stay on the beam and let it stack for too high a number because they don't have mana and they won't be affected by the side effect of the green beam. If a raid member dies, anyone should have the initiative to fill up his assignment when its his turn to block the beam, only if you are not originally assigned to block that beam color in any portal phase. If you are assigned to that same color, you may ruin your beam rotation.

Tanking the Beams
The beams originate from the portals located at the 3 corners of Netherspite's room. These portals spawn at the beginning of each Portal Phase and has a random color every portal phase, meaning the north may have the red portal at portal phase 1, then it may have blue on portal phase 2 or still red or even green. Everyone should be on the lookout as to where their assigned portal color is, and if you are the first blocker for the beam position yourself immediately between the portal and Netherspite. Everyone else not blocking the beams first should stay away from the beam path, or you may accidentally block the beam and ruin your beam rotation assignment if the initial beam tank is not in position yet. After 10 seconds into the portal phase, Netherspite will lash out and the beams will start firing from the portals. Once the initial beam tanks are in position, everyone else move into their desired positions. When they move, make sure you run in FRONT of the green / blue beam tanks and not BEHIND them, or you'll get the beam instead. Don't move in front of the red beam tank or you might get hit by the beam and get Netherspite's aggro when the tank strafes away from the red beam for a while. Netherspite doesn't have any cleave abilities, so you can run under him safely. For the green and blue beams, the 2nd person to block them should position themselves in FRONT of the current beam tank. This way, when the first person has enough stacks on him, he can just move away from the beam and the next person should receive the beam automatically. Desirable amount of stacks for the green and blue beams is 25. Once you reach 25 stacks, you can move away and let the next person block the beam. Making it stack higher than 25 can be dangerous with the beam's side effect. If a void zone appears under you, and you are currently blocking a beam, just move ALONG the beam and not sideways. If the next person is too close to you, make him move a bit forward so you can move forward to avoid the void zone. You can also move backwards along the beam, but it may make you go out of range. Don't panic whenever a void zone is under you, just move along the beam either forward or backwards to avoid the void zone. If you're the current red beam tank and a void zone appears under you, just move forward. Moving further backwards may move you out of melee range, making Netherspite chase you and moving the other beams along with him.

Tanking the Red Beam
Different to the green and blue beams, the red beam tank needs to get on and off the beam constantly. If the main tank stays on the beam the whole time, his maximum health will get depleted fast and Netherspite will one-shot the tank before Banish phase starts. This is why the tank needs to strafe out of the beam for a while and let the beam hit Netherspite for a while, then go back in the beam. This tactic delays the Perseverance buff ticks on you, so your maximum health doesn't get depleted fast. Note that the beam grants Netherspite a tank buff, so you shouldn't let the beam stack too high on Netherspite.
At the start of the Portal Phase, let the red beam hit you so you get the maximum health buff and Netherspite's aggro. Once you get the buff, strafe out of the beam and let it stack on Netherspite for up to 3 stacks. Just monitor Netherspite's debuffs and watch for the Perseverance buff and let it stack to 3. Once it reaches 3 stacks, strafe in the red beam again to block it. The Perseverance buff on you won't wear off immediately and give you the exhaustion debuff, so you can still get in the beam. The 3 stacks is just a leeway for you to catch the beam again and let the buff stack on Netherspite for around 5-6. Once you're on the beam again, stay in it and monitor Netherspite's Perseverance buff. Wait for it to disappear. Once it does, move out of the beam again and let the Perseverance buff stack to 3 on Netherspite again. This is the basic red beam tank routine per portal phase. You just need to keep strafing in and out of the beam to delay the ticks of the buff on you so your health lasts until Banish phase starts.

Banish Phase - "Netherspite goes into a nether fed rage!"
During this phase, the portals and the beams disappear, and Netherspite will be banished for 30 seconds. At this time, he will remain mostly stationary and won't do the Nether Burn ability, but still vulnerable to damage. If you are on melee range, Netherspite can still hit you for melee damage, so keep this in mind. Tanks should continue to maintain aggro on Netherspite so when the Portal phase starts, Netherspite won't run wild on the raid and kill everyone. Occasionally, Netherspite looks to the direction of a random raid member and will start casting his Netherbreath ability. This ability has a cone effect range, so everyone should be spread out to reduce the damage when anyone is being targetted. You can determine who is being targetted by Netherspite with the Target of Target frame. To avoid stemming the damage, everyone should start dispersing and spread out once the Banish phase has started. It would help if the raid leader can assign people to places, and assign a healer to each place, so while they are spread out, they are still in range for heals if they get hit. DPS should continue while in this phase, but be careful of pulling aggro or it could get nasty when the next portal phase starts.

The whole fight consists of the Portal and Banish phases alternating. Just block the beams when its the portal phase and spread out in banish phase, and Netherspite will be a piece of cake.

Chess Event
Right after the Ethereal Spellfilcher mobs down the ramp, you will encounter an Ethereal NPC who sells reagents and some recipes from Consortium. This NPC can also repair your equipment. In front of the NPC is a wooden door leading to the Game Room. Once you get inside the Game Room, you'll be presented with a large chess board on the floor, together with several NPC chess pieces at each side. The left side are the Horde pieces while the right side are the Alliance pieces. Talking to the king of your faction and controlling him will start the chess event, which is a mini-game inside Karazhan where you need to kill the king of the opposite faction to win the event. This event is very easy and can be considered the free loot part of Karazhan. If you ever lose the event, just wait for the pieces to respawn to their positions and you can try again. Starting the event with the King will close the door, so you all need to get inside before starting the event. You can control one piece at a time, and when you lose control of a piece due to its death or you manually clicked off the "Control Piece" buff on you, you will have a 15 second debuff where you can't control a piece while you have this debuff. When you control a piece, a pet bar will show up with 4 skills for the piece. The first two skills are Move and Change Facing skills, while the other 2 skills are unique to every piece.

The Chess Pieces
These are the chess pieces in the event and their corresponding unique skills. All pieces will auto-attack any hostile piece in front of it. Movement / Facing abilities have a 5 second cooldown, and each ability has a minimum shared cooldown of 5 seconds.

King - Warchief Blackhand (Horde), King Llane (Alliance)
Movement: 1 space on any direction
Ability 1: Cleave / Sweep - Deals 4000 damage to 3 enemy units in front of you. 5 second cooldown.
Ability 2: Bloodlust / Heroism - Grants 50% increased damage to all allied humanoid pieced on all 8 adjacent spaces. Does not affect self. 15 second cooldown.

Queen - Orc Warlock (Horde), Human Conjurer (Alliance)
Movement: 3 spaces straight or 2 spaces diagonally
Ability 1: Fireball / Elemental Blast - Deals 4000 damage to any chess piece. Range of 4 spaces straight or 3 spaces diagonally. 5 second cooldown.
Ability 2: Poison Cloud / Rain of Fire - Deals 6000 damage over 10 seconds on all hostile pieces in the area of effect. Range of 4 spaces straight or 3 spaces diagonally. 15 second cooldown.

Bishop - Orc Necrolyte (Horde), Human Cleric (Alliance)
Movement: 1 space on any direction
Ability 1: Shadow Mend / Healing - Heals any chess piece for 6000. Half board range. 20 second cooldown.
Ability 2: Shadow Spear / Holy Lance - Deals 2000 damage to 3 enemy pieces in front of you. 5 second cooldown.

Knight - Orc Wolf (Horde), Human Charger (Alliance)
Movement: 2 spaces straight or 1 space diagonally
Ability 1: Bite / Smash - Deals 3000 damage to the enemy piece directly in front of you. 5 second cooldown.
Ability 2: Howl / Stomp - Reduces damage of all adjacent hostile pieces by 50% for 10 seconds. 5 second cooldown.

Rook - Summoned Daemon (Horde), Water Elemental (Alliance)
Movement: 1 space on any direction
Ability 1: Hellfire / Geyser - Deals 3000 damage on all adjacent hostile pieces. 5 second cooldown.
Ability 2: Fire Shield / Water Shield - Reduces damage taken by 50% for 5 seconds. 5 second cooldown.

Pawn - Orc Grunt (Horde), Human Footman (Alliance)
Movement: 1 space on any direction
Ability 1: Vicious Strike / Heroic Blow - Deals 1000 damage to the enemy piece directly in front of you. 5 second cooldown.
Ability 2: Weapon Deflection / Shield Block - Absorbs 500 damage for 5 seconds. 5 second cooldown.

The goal for this event is to kill the enemy king before your king dies. Everyone should be controlling a piece. At the start, let someone move the central pawns so the king and the bishops can move out. Move the corner pawns too so the rook can move out. Your main artillery should be the queen from a range. The king can also go in the frontlines, but make sure the bishops heal the king. Kill the enemy pieces that are getting in your way, and kill the enemy king fast. Every once in a while, the Echo of Medivh cheats, giving the enemy advantage and may turn the tide of battle. There are 3 possible cheats that the Echo of Medivh can do. The healing cheat will randomly heal his king piece and possibly his other chess pieces to full health. The damage cheat will target random chess pieces you own, and surround them with fire. This fire deals massive damage to your pieces, so you need to move them out of the fire immediately. The berserking cheat will target random chess pieces he owns, buffing them and making them larger and purple in color. This buff increases their speed and damage immensely. Its advisable to avoid these pieces if possible, or just kill them immediately. The event may take a while, and once you kill the enemy king, the event will end and a chest will appear behind the Echo of Medivh. Loot the chest for free loots and the large door will open to let you proceed to Prince Malchezaar.


The Top
After the Chess Event is just a few pulls away to Prince Malchezaar. The trash mobs consist of Fleshbeasts and Greater Fleshbeasts. Fleshbeasts come in pairs while the greater ones are single-pulls.

Trash mob information
Fleshbeast - Beast mobs that come in pairs. They move pretty fast and are immune to any crowd control or snares. They have a Gaping Maw ability which affects people nearby and inflicts a bleed effect on them dealing around 1.1k bleed damage every 3 seconds for 15 seconds. Also casts Infected Blood, which is a disease that deals around 2k damage every 3 seconds for 15 seconds. It is advised to have the priest maintain Abolish Disease on the tanks to prevent this disease from killing the tank. If there are no priests available, let the shaman cure the disease.
Greater Fleshbeast - Similar to Fleshbeast but hits harder and comes in singles.
**These mobs respawn after 2 hours. Linked to Prince Malchezaar, so killing him will stop the respawns.

Right behind the door that opened when the Chess Event was done are 2 Fleshbeasts and a patrolling Greater Fleshbeast. The raid stays at the Game Room and the fleshbeasts are pulled into the room. Tank them separately to avoid having Gaping Maws on both tanks. Kill one fleshbeast at a time, and maintain Abolish Disease on the tanks so they won't get killed by the Infected Blood. Make sure to heal the tanks since they have Gaping Maw most of the time and its a rather nasty bleed effect. Once the pair of Fleshbeasts are dead, pull the single Greater Fleshbeast and kill it. Once its done, the raid moves in to the next room, then pull the pair of Fleshbeasts located behind the doorway to the right side. After those pair has been killed, move up the spiral staircase, making sure to keep left by the edge of the stairs because there is a Greater Fleshbeast patrolling on one of the adjacent rooms beside the staircase and someone might pull it accidentally if they are hugging the wall to the right. Once the raid is at the top of the staircase, pull the last Greater Fleshbeast and kill it. Proceed to the small corridor and enter the Netherspace where Prince Malchezaar resides. Just stay by the door and get ready.

Prince Malchezaar
The Eredar boss which can be considered the 'final' boss in Karazhan. The fight can be very easy to very tricky. Luck is also a factor to this fight, due to the randomness of the abyssals.

Key Abilities
Burning Abyssal - Prince Malchezaar summons an abyssal to land on the playing field every around 45 seconds. He emotes "You face not Malchezaar alone, but the legions I command!" or "All realities, all dimensions are open to me!" when he summons an abyssal. After landing, the abyssal will do a Hellfire AoE with around 15-20 yard radius (roughly the same as Baron Geddon in Molten Core uses). This abyssal will be on a permanent hellfire for 180 seconds, then it will despawn. These abyssals are stationary, and cannot be killed so the raid needs to avoid these and move to another area when one lands on top of you. When you enter phase 3 of the fight, Malchezaar will summon these abyssals at a faster rate, around every 20 seconds or so.
Enfeeble - Prince Malchezaar will periodically cast Enfeeble on 5 random players below the top player on the aggro list. This effect drops their health to 1, and healing effects and health regeneration are dropped to 0%. Basically, the enfeebled people are not healable so don't bother healing them. This effect lasts for 8 seconds, and once it wears out, the players' health goes back to normal. This can be deadly when there is an abyssal nearby, since you only have 1 hp. Also a few seconds after casting enfeeble, Malchezaar casts Shadow Nova, so enfeebled persons need to move away from the nova radius or they'll die.
Shadow Nova - 3-5 seconds after casting Enfeeble, Prince Malchezaar will cast Shadow Nova. This is a 2 second cast spell and has a radius of 30 yards. It deals 3000 shadow damage and has a knockback.
Shadow Word: Pain - Prince Malchezaar periodically casts Shadow Word: Pain on its primary target (main tank). It deals 1500 shadow damage per tick, so this needs to be dispelled immediately. Once phase 3 starts, Malchezaar will start casting this on random raid members.
Thrash - This is similar to how windfury works without the additional damage, but used instead of having to proc. Malchezaar randomly uses this ability to let him have 2 additional attacks on his target.
Flying Axes - At phase 3, Prince Malchezaar will discard his axes and let them fly to the raid. These axes deal small to moderate damage to anyone who has been targeted by the axes. The damage can be healed through, but it can kill the person if its not paid attention to. Inform the raid if you have the axes so you can be healed.
Amplify Damage - At phase 3, Prince Malchezaar will randomly cast this spell to anyone in the raid, increasing all damage taken by 100% for 10 seconds. This debuff is not dispellable, and this can be deadly if you also have the axes on you.

There are 3 phases on the fight. Once Prince Malchezaar has been engaged, the door behind you will close. The main tank should choose a corner on the wall where he should be tanked, and have the raid stay at max range to avoid the Shadow Novas.

Phase 1 Details
-Abyssals are being summoned every 45 seconds or so.
-Shadow Word: Pain is being cast on the tank.
-Casts Enfeeble and Shadow Nova normally.
-Lasts until 60% of Malchezaar's health.

Phase 2 Details
-Malchezaar will now wield two axes to further increase his melee damage.
-Malchezaar will now apply Sunder Armor on the tank, and starts using cleave.
-Stops casting Shadow Word: Pain.
-Raid should start pumping out DPS fast, using cooldowns to bring him to 30% quickly.
-Lasts until 30% of Malchezaar's health.

Phase 3 Details
-Malchezaar throws his axes to the rest of the raid to attack.
-Stops casting Enfeeble, but still casts Shadow Nova.
-Since the axes are thrown, melee damage to the tank returns to normal and he stops sundering and cleaving.
-Resumes casting Shadow Word: Pain.
-Starts to cast Amplify Damage on random raid members.
-Abyssals are now being summoned faster, at around 20 second intervals.

At the start of the fight, let the tank bring Malchezaar to a comfortable position in a corner with his back to a wall. This way, Shadow Nova knockback won't affect him very much. Once the tank is in position, the rest of the raid follows with max range on Malchezaar to avoid getting hit by Shadow Nova. At this point, DPS Malchezaar steadily to 60%, saving cooldowns for later and keeping in mind the Abyssals that land on the platform. If ever one lands near the raid, just move away from it quickly. If one lands near the tank and it's affecting him, have the tank move to another spot on the wall. Raid coordination is needed so you can avoid nearby abyssals and continue fighting. If the tank gets sandwiched by 2 abyssals, don't hesitate to run through the hellfire and move to a safer spot. Healers make sure to heal the tank while he's moving, and DPS needs to stop for a bit whenever the tank moves to a safer position. This is where luck comes into play, depending on the abyssal landings on the playing field. Also if melee DPS are enfeebled, they need to run out quickly before Malchezaar casts Shadow Nova, or they'll die due to it. Wait until Shadow Nova is successfully cast before going in again. Dispels on the Shadow Word: Pain should be fast too, to prevent additional damage on the tank.

When Malchezaar reaches 60% health, he will enter phase 2 and will now have higher melee damage due to his axes. And since now he has weapons, he can sunder the tank and can now cleave. At this point, the raid needs to bring Malchezaar to 30% fast since it will be hard for the healers' mana due to Malchezaar's increased melee damage. Pop all your cooldowns and trinkets and DPS him fast, but still keeping in mind your aggro or you might pass the tank on the aggro list and have him enfeebled, thus dying and wiping the raid. Healers should be on their toes and ready to overheal the tank, since Malchezaar at some point may do a Thrash which can bring down the tank's health fast. Melee DPS should still keep in mind Enfeebles and Shadow Novas, and the whole raid should still watch out for abyssals landing nearby.

Once the raid has brought Malchezaar's health down to 30%, phase 3 will begin. At this point, DPS needs to hurry and kill him before the whole platform gets filled with abyssals since abyssal summons are now faster. Also, the main tank healers can somehow rest for now and do normal healing on the tank since Malchezaar throws his axe to the raid, returning his melee DPS to normal just like in phase 1. Dispellers should now be on your toes, since Malchezaar will start casting Shadow Word: Pain on random raid members. Players who are being attacked by axes should inform the raid they have the axes so they could receive additional healing. Although there will be no more enfeebles, watch out still on the Shadow Novas. Stay calm, DPS the boss and kill him quickly before you are overrun by abyssals.

Abyssal notes
When Prince Malchezaar summons an abyssal, they will originate from the sky as a meteor, then fall down on the platform. After 3 seconds, the abyssal will start casting Hellfire. If you can assign someone to be the abyssal spotter, a ranged DPS should be suitable. He needs to watch for the meteor and predict where it would land, then warn the raid if it lands near them or the tank. This helps a lot to avoid having the abyssal to pulse a hellfire tick on the raid before they are out of range, and thus saving the healers some mana.

Tank notes
Always keep your back to the wall so that whenever Malchezaar does a Shadow Nova, you won't be affected by the knockback. Also, if an abyssal lands near you, don't hesitate to move out of it. Inform the raid that you'll be moving out of the abyssal and tell them where you would be positioning so healers can still keep an eye on you and heal you without getting out of range. If ever it comes to worst and you or the raid get sandwiched by abyssals, inform the raid and move to another spot where you and the raid will be comfortable and out of abyssal's hellfire range. You can use the Shadow Nova knockback if the new position you want is kinda far, just inform the healers where your next intended position will be so they'll be there when you get knocked away. Having Elixir of Detect Demons can greatly help to spot abyssals so you can plan out where to position next.

Raid notes
The rest of the raid needs to stand at max range from Malchezaar to avoid the Shadow Nova. They can clump up if ever an abyssal drops nearby. Melee should always run away whether they are enfeebled or not. This will save the healers mana since they won't have to heal you for the Shadow Nova damage. If the DPS is lacking and healers can still go on, non-enfeebled melee DPS can stay in and DPS, and just let the healers heal them of the Shadow Nova damage.

Alternate Strategy
Have the rest of the raid stand just next to the door and clump up. Tank will take Malchezaar to the side 35-40 yards away from the raid and tank him there all throughout the fight. Melee will just have to run to the raid everytime he Enfeebles / Shadow Nova. This strategy is pretty simple, and will not have you panicking about the abyssals since the raid is pretty much covered from landing abyssals. The only problem would be having abyssals near the tank and hellfires would affect him. If the healers could heal through it, then it will be fine. Don't bother waiting for it to despawn before bringing Malchezaar to the next phase to be safe, since they'll be there for 3 minutes, and it would just exhaust the healers healing the tank. You could say that at that point, you just had bad luck on the abyssal.

Once you've killed Prince Malchezaar, you just cleared Karazhan. All that's left are the random animal boss and Nightbane, which are optional. Nightbane yields great rewards though, so you can go and kill him as the "final boss" in Karazhan. Keep in mind that Nightbane is pretty much harder than Prince Malchezaar, so be ready. As for the Animal boss, they just have a randomly enchanted epic belt / boots / bracers, so most people just ignore it.


The Master's Terrace
As you enter the side entrance, go to your left and you will see a doorway just below the ramp going up. This leads outside to the Master's Terrace. This place is where you would read Medivh's Journal for the quest. When you do the quest, an event will occur and Medivh will appear and interact with a dragon. Apparently, that dragon that Medivh has interacted with would be Nightbane. When you have completed the quest for summoning Nightbane and has the Blackened Urn, you can summon the fiery bone dragon, Nightbane, here. As you can see the place is rather weird to be a stage for a boss fight, since its a semi-circular corridor.

Nightbane
Previously known as Arcanagos, Nightbane is considered the final boss in Karazhan since he's fairly harder than Prince Malchezaar. The fight is pretty similar to the Onyxia fight, where there is an air phase and a land phase, but with a twist.

Key Abilities
On Land:
Bellowing Roar - Typical dragon fear ability, similar to Onyxia and Nefarian. This ability has a 2.5 second cast time and fears everyone for a short period of time. Tank needs to stance-dance with Berserker Rage to avoid getting feared. A shaman can also drop Tremor totem for the tank. This ability has a 30 second cooldown, and Nightbane usually does this every around 45 seconds to 1 minute.
Charred Earth - Similar to a void zone, but deals physical damage. Has the animation of burning ground with smokes, and has a radius of about 10 yards. Deals 2.1-2.8k physical damage every 3 seconds, although it may look like its fire damage. Lasts for 30 seconds.
Cleave - Basic dragon cleave.
Distracting Ash - A dispellable debuff that decreases the range of spells and abilities by 50%.
Smoldering Breath - Deals 3.7-4.3k direct fire damage to anyone in a frontal cone of Nightbane. Also adds a fire DoT of 1.6-1.9k damage every 3 seconds for 15 seconds.
Tail Sweep - Nightbane hits anyone in melee range behind him for 450 direct physical damage and knocking them back. Also adds a fire DoT of 450 damage every 3 seconds for 15 seconds.

In the Air:
Rain of Bones - Once Nightbane takes flight, he will have the emote "Nightbane takes in a deep breath" and pick a random raid member and cast Rain of Bones on him. When he does this, he will bombard the area where the targeted person stands with bone fragments, dealing 352-408 physical damage per second on the targeted person and anyone nearby within 8 yards. This lasts for 11 seconds. Also while being bombarded, Restless Skeletons will spawn on the place. These skeletons hit hard for clothies, so they need to be picked up and tanked immediately. DPS should be focusing on one skeleton at a time, since AoEing these could get dangerous and can kill mages in seconds. They only have roughly 17-18k hp so killing them should be fast.
Smoking Blast - Nightbane will cast this spell right after he has cast Rain of Bones on someone. The person who has the highest healing threat as soon as Nightbane took flight will be targeted for the Smoking Blast. This spell deals 1850-2150 physical damage, mitigated by armor, and adds a stacking fire DoT over 18 seconds which can be dispelled. Nightbane will keep shooting Smoking Blasts on that person until he proceeds to land. Paladins are best tanks for the Smoking Blasts since they have high armor with plate.
Fireball Barrage - This ability is just to prevent exploitation. If anyone in the raid is too far away from Nightbane (around 40 yards), he will start shooting Fireballs to the raid, each dealing 2550-3450 fire damage. Nightbane won't use this skill if everyone is within range of Nightbane, so just have everyone stay at the center of the terrace to be within range.

Before summoning Nightbane, locate the center of the terrace (where Nightbane will initially land) by finding a lone skull on the ground. You can mark a warlock's imp and park it there to mark the place. This will be the meeting point when you enter Air Phase. Have the rest of the raid position to the south and have the tank waiting by the skull (marked imp). When the raid is ready, use the Urn and summon Nightbane. It will take a while for Nightbane to reach the terrace, so don't activate your Bloodrage immediately after using the Urn or you will waste your rage. Once he lands, the first Ground Phase begins. Make sure to have your back against the outside wall.

Ground Phase
On this phase, it is essentially straightforward with the occasional Charred Earth on the raid which you need to avoid. If ever there is a Charred Earth under the tank, let the tank move away from it and have the raid move so that they won't get hit by Tail Sweep or his frontal abilities. Just wait for it to disappear, then rotate Nightbane again to normal position and resume DPS. Melee DPS should stay by Nightbane's hind legs, or they will get cleaved if they stay around his front legs. His cleave has a wide arc so if ever there are Charred Earths everywhere, ranged or healers should be aware of not staying at around 180 degrees in front of him, or they will get cleaved. Move to the other side of Nightbane if needed by running under his belly, just return to the south side when the Charred Earth's there disappear. Whenever a ranged / caster person gets Distracting Ash, dispel it immediately. Healers should be conserving mana while on Ground Phase, since Air Phase tends to be healing intensive. Beware of sudden bursts of damage on the tank since he can get cleaved and have Smoldering Breath on him, so healers should be on their toes. When the ground shakes, Nightbane is about to use Bellowing Roar, so the tank needs to stance-dance immediately to prevent getting feared. Fear wards, Tremor totems can also help on feared people, and if the tank didn't stance-dance on time. When Air Phase is nearing, and everyone is topped off, the Paladin can stay on a Charred Earth for a few seconds to get damage. He will need this later to get healing aggro for the Smoking Blasts.

Air Phase
When Nightbane takes flight, everyone should go to where the marked imp is (center of the terrace) and wait for the Rain of Bones. The paladin should be activating his Righteous Fury, and get healing aggro as soon as Nightbane lifts off. Having the damage from the Charred Earth previously will help you gain healing aggro, since overheals doesn't have aggro. The paladin can stay around 15 yards away from everyone and get ready to receive the Smoking Blasts. Once Nightbane casts Rain of Bones on someone, that person needs to move away immediately and let the tanks pick up the skeletons that are summoned from the Rain of Bones. Tanks can use Challenging Shout/Roar rotations every Air phase so they can have grab all skeletons and not let a single one hit a DPS / healer. Kill the skeletons one by one, and fast, since you don't want to have skeletons hitting you while you're on Ground Phase. DPS should ignore Nightbane, the skeleton adds are more important and they have all the time to DPS when in Ground Phase. Once the paladin catches the Smoking Blast, make sure to heal him or he might die from it. The paladin should also keep getting healing aggro so the Smoking Blast would stay on him. If ever someone else gets blasted (druid HoTs ticking generated more healing aggro for example), just heal that person and maybe eventually you will get healing aggro and Smoking Blast will switch to you. When Nightbane is about to land, he will emote so everyone needs to return to their Ground Phase position and drag remaining skeletons with them. The paladin should click off Righteous Fury at this point to prevent pulling initial aggro when Nightbane lands. Tank should already be waiting for Nightbane at the north side, and catch him immediately once he lands. Also he needs to get ready to stance-dance in case he casts Bellowing Roar right off the bat as soon as he lands. Make sure to kill the remaining skeletons before DPSing Nightbane.

Basically the whole fight is just alternating Ground and Air phases. Each Air phase will occur every 25% of Nightbane's health (75%, 50%, 25%). Every phase shift is an aggro reset, so hunters can plan their Misdirection shots when Nightbane is about to land. The whole fight is pretty mana intensive, so use mana pots or Innervates / Shadowfiends whenever you need it. It can get pretty nasty if all healers get feared during a Bellowing Roar, and the tank gets a large damage spike on him. Stay your calm and this fight is pretty easy, especially if everyone is alert and knows what to do. Once you've downed Nightbane, everything in Karazhan has been cleared except the Servant's Quarters animal boss. If you want a couple of 'free' void crystals, feel free to clear the Servant's Quarters animal boss. They are fairly easy and are mostly tank-and-spank.


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