karazhan Boss Guides - TBC Classic

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Attumen the HuntsmanAttumen the Huntsman
Phase 1
  • Tank and spank.
Phase 2
  • Begins when Midnight reaches 95% health. Attumen (rider) will spawn near Midnight (horse).
  • Have a tank grab each one, positioning them on top of each other but facing away from the raid to avoid
    Shadow Cleave
    .
  • Everyone except the tanks can stack directly behind the mobs in melee range in preparation for phase 3. Hunters can be at minimum range.
  • Focus DPS on Midnight while passively cleaving Attumen.
  • Mages and Druids remove
    Intangible Presence
    from tanks immediately, followed by DPS.
Phase 3
  • Begins when either Attumen or Midnight reaches 25% health.
  • They merge into one boss with the HP of the highest one from the previous phase.
  • Mages and Druids remove
    Intangible Presence
    curse from tanks immediately, followed by DPS.
  • Everyone except the main tank stacks directly behind the boss in melee range to avoid
    Berserker Charge
    . Hunters can be at minimum range.
Notes
  • Clear all horse trash before pulling the boss.
  • You can reset the fight by running back to the entrance hall.
  • Warriors should use
    Spell Reflection
    on
    Intangible Presence
    and
    Disarm
    on Attumen.
  • Aggro completely resets when every phase begins. Hunters should use
    Misdirection
    then.
  • There is a repair vendor in the area behind the boss.
Moroes
Pre-Pull
  • Determine kill order. You should kill Lady Catriona Von'Indi and Lady Keira Berrybuck first since they heal, followed by Baroness Dorothea Millstipe (mana burner), Baron Rafe Dreuger (stunner), Lord Robin Daris, Moroes, then Lord Crispin Ference.
Pull
  • Separate kill targets and crowd control targets.
  • Off-tank should be second on threat on Moroes for when the main tank is hit with
    Gouge
    and loses threat.
  • DPS should cleave kill targets if possible and interrupt
    Mana Burn
    and
    Greater Heal
    .
  • Healers should remove
    Blind
    poison and heal targets with
    Garrote
    on them.
  • Moroes enrages at 30% health.
Notes
  • Abilities such as
    Stoneform
    ,
    Divine Shield
    ,
    Blessing of Protection
    , and
    Ice Block
    can remove
    Garrote
    .
  • Priests and Hunters can use
    Shackle Undead
    and
    Freezing Trap
    to crowd control adds. Paladins can use
    Turn Evil
    , but be careful since Fear pathing could cause the fight to reset.
  • Shamans should keep
    Poison Cleansing Totem
    down to help remove
    Blind
    .
Maiden of Virtue
Summary
  • Tanks should keep Maiden in the middle of the room where she stands.
  • Healers and Ranged DPS spread around the room to avoid chaining
    Holy Wrath
    .
  • Healers should immediately dispel
    Holy Fire
    .
  • Ranged should run into
    Holy Ground
    a few seconds before
    Repentance
    is cast so the damage will break them free.
  • Main tank should use defensive cooldowns after each
    Repentance
    cast.
Notes
  • Paladins can use
    Blessing of Sacrifice
    and
    Divine Shield
    to break free of Repentence.
  • Shamans can use
    Grounding Totem
    to absorb
    Holy Fire
    .
  • Mages and Rogues can use
    Ice Block
    and
    Cloak of Shadows
    to remove
    Holy Fire
    .
Opera Event (Big Bad Wolf)
Summary
  • When targeted with the
    Little Red Riding Hood
    debuff, run along the edges of the room and kite The Big Bad Wolf.
  • Tank and spank besides abilities
    Terrifying Howl
    and
    Wide Swipe
    .
  • Healers focus on the player with the
    Little Red Riding Hood
    debuff.
Notes
  • Shamans can use
    Tremor Totem
    to remove the fear from
    Terrifying Howl
    .
  • Priests can use
    Fear Ward
    to prevent the fear.
  • Rogues can
    Vanish
    , Hunters can
    Feign Death
    , and Paladins can cast
    Blessing of Protection
    to help deal with
    Little Red Riding Hood
    debuff.
Opera Event (Wizard of Oz)
Phase 1
  • Kill Dorothee first. She has no aggro table. Make sure not to kill Tito while she is alive or else she will enrage.
  • Kill Roar next, who will be tanked by the off-tank.
  • Kill Strawman next. He can be disoriented by using fire spells. If you have a Mage or Warlock, you can infinitely lock him down with
    Fireball
    or
    Incinerate
    . The off-tank can help tank him if the disorients are not enough.
  • Kill Tinhead last, tanked by the main tank. He can be kited after getting high stacks of
    Rust
    debuff if needed.
Phase 2
  • The Crone will spawn after all 4 bosses have died.
  • Avoid
    Cyclone
    and spread out to mitigate damage from
    Chain Lightning
    .
Notes
  • Roar can be feared by Warlocks and Hunters.
  • Any source of fire damage has a chance to disorient Strawman.
    Flame Shock
    ,
    Fireball
    , and
    Incinerate
    are great options.
Opera Event (Romulo and Julianne)
Phase 1
  • Interrupt Julianne as much as possible.
    Eternal Affection
    being the highest priority.
  • Dispel
    Devotion
    buff.
Phase 2
  • Phase begins when Julianne dies.
  • Tank Romulo with his back close to a wall.
  • Dispel
    Daring
    buff.
  • Warriors
    Disarm
    him on cooldown.
Phase 3
  • Phase begins when Romulo dies and they both resurrect.
  • They must die within 10 seconds of each other.
  • Melee DPS focus Julianne for interrupts and Ranged DPS focus Romulo.
  • Each boss will use the same abilities from Phase 1 and Phase 2.
  • Adjust DPS as needed if one target is dying faster than the other.
Notes
  • Mages can
    Spellsteal
    Devotion
    buff to increase their casting speed.
The Curator
Flare Phase
  • Kill Flares as soon as possible. They spawn every 10 seconds.
  • Ranged should be 10 yards away each other if possible to avoid the constant chain damage from the Flares.
  • Player with the second highest threat, ideally your off-tank, will be hit by
    Hateful Bolt
    throughout the fight. Healers should quickly top them off.
Evocation Phase
  • Begins when the 10th Flare spawns and lasts for 20 seconds.
  • Quickly kill the last Flare before switching to The Curator.
  • Use cooldowns during this phase since his damage taken is tripled.
Enrage Phase
  • Begins when the The Curator reaches 15% health.
  • Flares will no longer spawn. Burn the boss.
  • Hateful Bolt
    will happen more frequently.
Notes
  • Warlocks should cast
    Curse of Doom
    after the 4th Flare spawns so it deals damage during the
    Evocation
    phase.
Chess Event
Summary
  • Move the Pawns out of the way to allow your more powerful pieces to move forward.
  • Kill the Bishops first since they heal, followed by the Queen and the King.
  • Watch out for Medivh's cheats. Move out of the Fire AoE.
  • Use your King offensively.
Notes
  • You can release control of your piece and take over a new piece shortly after.
Terestian Illhoof
Summary
  • Tank Illhoof and Kil'rek near the green circle in the room.
  • When Illhoof casts
    Sacrifice
    , kill the chains ASAP and heal the targeted player.
  • Kill Kil'rek to benefit from the
    Broken Pact
    debuff he puts on Illhoof .
  • AoE the Imps that spawn from the two portals.
Notes
  • Mages and Paladins can use
    Ice Block
    and
    Divine Shield
    to remove
    Sacrifice
    .
  • Illhoof will target the player before he casts
    Sacrifice
    which can help Healers set up HoTs, absorbs, or pre cast heals.
Shade of Aran
Summary
  • Casters should stand at least 10 yards away from Aran to avoid getting hit by
    Counterspell
    .
  • Set up an interrupt rotation for
    Fireball
    and
    Frostbolt
    casts. Let
    Arcane Missiles
    go through.
  • Healers watch out for players hit by
    Dragon's Breath
    .
  • Aran has 3 special abilities he casts every 30 - 45 seconds.
  • Stop moving before
    Flame Wreath
    cast finishes. Don't move out of the fire.
  • Circular Blizzard
    slowly moves around the room. Avoid it by going to the center or the other side of the room.
  • After casting
    Magnetic Pull
    , Aran will then start casting
    Arcane Explosion
    that needs to be avoided by running away.
  • Aran will summon 4 Water Elementals at 40% health. Kill them quickly, or CC them if possible. They need to be tanked.
  • At 20% mana, Aran will
    Polymorph
    the entire raid and cast
    Pyroblast
    on everyone dealing significant damage. Healers should quickly top off the raid.
Notes
  • Warlocks can use
    Fear
    or
    Banish
    on Water Elementals.
  • Tanks can wear dps gear since there is no aggro table.
Netherspite
Portal Phase
  • This phase lasts for 1 minute and will start with 3 portals of different colors (red, green, and blue) spawning in the room.
  • 2 tanks and 2 DPS are needed to soak each of the beams each phase.
  • After soaking a beam, players will receive the
    Nether Exhaustion
    debuff which will prevent them from soaking that color beam for 1 minute and 30 seconds.
  • You will need 2 different DPS for the next portal phase, and your tanks will switch colors from red to green and vice versa.
  • Tank #1 will soak the Red Beam, moving in and out every 5 stacks. (Once Netherspite has 5 stacks, move back in).
  • Tank #2 will soak the Green Beam for the entire phase.
  • DPS #1 will soak the Blue Beam for 20 stacks, then the second DPS will soak it for the rest of the phase.
  • Netherspite will get stacking damage reduction, heal, and spell damage increase if hit by the Red, Blue, and Green beams respectively,
  • Entire raid takes AoE damage from
    Nether Burn
    .
  • Everyone should move out of
    Void Zone
    immediately.
  • Healers will mainly be focusing on the DPS soaking the Blue Beam as they will take increased damage from spells and receive reduced healing based on their stacks.
Banish Phase
  • Begins when Netherspite banishes, turning into a shadowy form. Lasts for 30 seconds.
  • Nether Burn
    and
    Void Zone
    will stop.
  • Netherspite will cast
    Netherbreath
    on random players.
  • Simply run to the far back side of the room away from Netherspite to avoid everything.
  • When the Banish Phase ends, aggro completely resets. The assigned tank needs to pick up Netherspite immediately and move to the red portal.
Notes
  • Portals will always spawn in the same location but the colors will randomly change each Portal Phase.
  • Netherspite doesn't cleave or tail swipe like most dragons.
  • The Red Beam will instantly give you 31k max health, and reduce your damage taken, increase your defense, and reduce your max health by 1k with every tick.
  • The Blue Beam increases your damage, but reduces healing received, and increases damage taken by spells with every tick.
  • The Green Beam increases healing done, reduces spell and ability costs, but reduces your maximum mana by 200 with every tick.
  • A Healer can soak the Green Beam instead of the off tank if you need help keeping the DPS soaking the Blue Beam alive.
  • Paladins should use
    Shadow Resistance Aura
    and Priests should use
    Shadow Protection
    .
  • Hunters should use
    Misdirection
    when each Portal Phase begins.
Prince Malchezaar
Phase 1
  • Tank should always have their back against the wall to avoid the knockback from
    Shadow Nova
    .
  • Every 45 seconds, an Infernal that continuously casts Hellfire around itself spawns in a random location.
  • Ranged should always stand 30+ yards away from the boss to avoid
    Shadow Nova
    , especially when affected by the
    Enfeeble
    debuff.
  • Melee should run out to avoid
    Shadow Nova
    .
  • Healers should dispel
    Shadow Word: Pain
    .
Phase 2
  • Begins when Prince reaches 60% health. He gains access to
    Thrash
    ,
    Parry
    , and
    Sunder Armor
    .
  • The tank will take a lot of damage during this phase and should be healers' focus.
  • Shadow Word: Pain
    is no longer casted during this phase.
  • Infernals will still spawn, as well as
    Enfeeble
    and
    Shadow Nova
    casts.
Phase 3
  • Begins when Prince reaches 30% health. Prince returns to phase 1 abilities with the addition of
    Amplify Damage
    and Flying Axes.
  • Infernals spawn more frequently. You will run out of space after about 2 minutes.
  • Healers focus on players randomly targeted by Flying Axes.
Notes
  • Adjust position accordingly based on Infernal spawns.
  • If you run out of room during Phase 3, it is better to get hit by a
    Shadow Nova
    than Infernals.
  • Priests and Retribution Paladins must avoid using
    Shadow Word: Death
    and
    Seal of Blood
    respectively when affected by
    Enfeeble
    .
Nightbane
Ground Phase
  • Tank should always have their back against the wall facing the outside.
  • Melee should stand on the side of Nightbane to avoid both
    Smoldering Breath
    and
    Tail Sweep
    .
  • Ranged should stand at max range to avoid
    Bellowing Roar
    .
  • Everyone should move out of
    Charred Earth
    if it spawns beneath you.
  • Healers should dispel
    Distracting Ash
    immediately.
Air Phase
  • Begins when Nightbane reaches 75%, 50%, and 25% health.
  • DPS should focus on the skeletons that spawn from
    Rain of Bones
    .
  • Healers should heal the player who gets targeted by
    Smoking Blast
    . It will deal damage every second for about 15 seconds. The target is based on threat.
  • Everyone should stand close to the boss to prevent the entire raid from getting constantly hit with fireballs.
  • Nightbane lands back on the ground after casting
    Rain of Bones
    and
    Smoking Blast
    . He cannot be taunted.
Notes
  • Shamans can use
    Tremor Totem
    to remove the fear from
    Bellowing Roar
    .
  • Priests can use
    Fear Ward
    to prevent the fear.
  • If timed correctly, Warriors can switch to
    Berserker Stance
    and use
    Berserker Rage
    to prevent the fear.
  • Be on your toes when the tank gets feared in order to avoid getting hit by
    Tail Sweep
    ,
    Cleave
    , or
    Smoldering Breath
    .
  • Hunters should use
    Misdirection
    each time Nightbane lands.