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Join date : 2008-01-25
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PostSubject: Encounters in Karazhan   Sat Jan 26, 2008 7:09 pm

This is where you can read up on the fights
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Posts : 16
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Age : 30
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PostSubject: Attumen the Huntsman & Midnight (optional)   Sat Jan 26, 2008 7:09 pm

* The Stables
o Attumen the Huntsman & Midnight (optional)

Attacks and abilities


* Basic Melee: 1,600 - 2,100 on tank, 8,000 on cloth.
* Immune to taunt and bleed effects.
* Shadow Cleave: Frontal melee-range AoE attack for around 4,000 shadow damage.
* Intangible Presence: A reflectable AoE curse cast every 30 seconds that reduces chance to hit with melee and ranged attacks and spells by 50%. The area of the curse is centered on Attumen's current target.
* Mount Up: When either Attumen or Midnight are at 25% he will mount up, both turning into one boss with the higher health percentage of both.
* Berserker Charge: A charge that does 200 damage on cloth and applies a knockdown for a brief stun. It hits a random target at 8-40 yards. This charge frequently does only around 200 damage, it is possible for Attumen to get an attack on the charged target causing 6,000+ damage.
* Vulnerable to Disarm.

Attumen's steed, Midnight
Attumen's steed, Midnight


* Basic Melee: Around 1,800 damage.
* Immune to taunt and bleed effects.
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PostSubject: Moroes   Sat Jan 26, 2008 7:12 pm

he Grand Ballroom

* The Banquet Hall: Moroes (required)


* Basic Melee: 16002500 on plate.
* Immune to Taunt and Bleed effects.
* Vanish: Vanishes without dropping aggro.
* Garrote: A physical DoT applied to a random player character after Vanish. Deals 1000 damage every three seconds for five minutes (100,000 total damage).
* Blind: A poison-based disorient effect that lands on Moroes' closest non-tank target.
* Gouge: A physical stun on Moroes' current target. Breaks on damage. Moroes attacks the target with the second-highest threat while his primary target is stunned.
* Enrage: At 30% health, Moroes Enrages, increasing his damage.
* Berserk: After a certain amount of time Moroes frenzies and throws daggers at random raid members.


The Moroes encounter tests your raid's ability to control several targets while also maintaining high DPS. Success requires a solid control strategy for his four dinner guests. If allowed to go free, they will quickly put an end to the squishies. Control must be established immediately on the pull and maintained throughout the fight.

Once control is established, the encounter becomes a race between the raid's damage output and the building damage caused by Garrote. Each time a Garrote is applied, the strain on the healers increases. Moroes must die before the healing needed becomes too much to handle.
The dinner guests (adds)

Moroes has four different random dinner guests (adds) from the following list in every instance. Each add is based off a class and spec. The following table lists them in a good kill order:

Baroness Dorothea Millstipe
Her mana burn spell is the single most dangerous factor in this fight. It can burn all the mana from a healer, leading to a wipe. Fortunately, her cloth armor makes her easy to kill. Burn her down first, and as quickly as possible. Interrupt, silence, and stun her attempts to cast the mana burn. She does not need a tank, but make sure to heal her target.

Lady Catriona Von'Indi
She does not appear to use her Dispel Magic to free the other dinner guests from shackles or traps. Instead, she uses it to remove buffs from players. Her heals must be interrupted. If she is killed, no tank is required.

Lady Keira Berrybuck
Her heals and cleanses make her extremely disruptive, as she will release her friends from Shackle Undead and Freezing Trap. Her Blessing of Might is also dangerous, especially on Moroes. Due to her armor and Divine Shield she is more difficult to kill than the priests. Therefore, she is a high priority to keep shackled the whole fight. If she is killed or trapped, warn the raid that shackles and other traps will break early and that priests, hunters, and shamans must get rid of the Blessing of Might. Her Divine Shield can be dispelled with Mass Dispel. If she is to be killed, a tank is a good idea, but not required.

Baron Rafe Dreuger
His main threat is his ability to stun his main target with Hammer of Justice and take off after a healer. While he has a documented Cleanse ability, he does not appear to use it much. He may be trapped, so long as the hunter is careful not to let him get close enough to stun. A tank is required to kill him.

Lord Robin Daris
His main threat is his powerful Mortal Strike. He will quickly kill anyone but a tank. He should generally be chain-trapped by a hunter, then tanked and killed. If no hunters are available, he should simply be off-tanked (with extra heals) until it is time to kill him. He can also be kept shackled the whole fight, but with great caution; the priest will die in one hit if he gets loose for long enough. Keep him away from the raid, as his whirlwind causes damage if he uses it in a crowd.

Lord Crispin Ference
He doesn't do a lot of damage, but takes a long time to kill. Therefore, it's reasonable to attack Moroes while Ference is still alive. Although his disarm ability is annoying, it is reasonable to off-tank him as a "rage battery", especially as a druid bear. Once the other dinner guests are dead or shackled, he can be trapped, turned, or killed when Moroes vanishes.

As many adds as possible should be crowd controlled. The adds can be controlled with the priest's Shackle Undead, the paladin's Turn Undead, the hunter's Freezing Trap, off-tanking, snares (with kiting), and stuns. Be careful when using a paladin to fear the adds, since if an add exits the room, the encounter resets.

Shackles can be maintained until Moroes is dead. Adds for which no shackle is available should usually be killed before Moroes. One good sequence is to follow the above list from top to bottom - the priests have the least health and require no tank, the paladins can dispel, and the warriors take longer to kill due to their high health (particularly Ference).

Moroes vanishes every 30 seconds, and upon return randomly Garrotes a raid member. Garrote is a bleed effect and deals 1,000 damage every three seconds for 300 seconds (5 minutes, for a total of 100,000 damage). After he garrotes, Moroes immediately returns to the highest threat target. Garrote can be removed by the following abilities only:

* Dwarves' Stoneform
* Paladins' Divine Shield and Blessing of Protection
* Mages' Ice Block
* Items which remove bleeding effects (Luffa no longer works)
* Death (hopefully followed by a combat resurrection)
* It seems that hunters can avoid Garrote by Feign Death during Vanish

Since the possibilities to remove Garrote are limited, there is no choice but to heal through it on most raid members. One active HoT from a well-equipped healer should be enough. Group heals work well when multiple targets are garroted.

In theory, all Garrotes are automatically removed when Moroes is defeated. However, sometimes they persist even after Moroes dies. Resetting the encounter does not remove Garrotes.

Dying from Garrote does not inflict a durability loss penalty. It is a good idea to plan ahead (while clearing other bosses) and save all combat resurrection cooldowns for Moroes. Do not cast soulstones before the encounter, but wait until an important target is garroted, and only then soulstone. This method of garrote removal has the advantage that the resurrection restores some mana. If a raid member is garroted and a combat resurrection is planned, the player should quickly spend all his mana, then just die and be ressurected.

If possible, Garrote should always be removed from a priest that is maintaining a shackle. All healers are important too. Damage-dealing classes should be cured only towards the end of the fight, while the tanks should never get the Garrote removed - they are the main heal targets anyways, and the Garrote breaks the Gouge.
Gouge and the tanks

Generally, two tanks are needed on Moroes. The off-tank must always be second on the threat list, because Moroes periodically gouges the main tank then turns to his target with the second-highest threat. This must be the off-tank. However, it is possible to avoid the gouge by turning your back to him, and backing up slowly until you can use your attacks.

Since the off-tank gets hit only while the main-tank is Gouged, rage may be a problem. To counter rage-starvation, the off-tank can grab one of the adds to act as a rage battery. This also controls that add.

If available, a third tank can handle the adds that require tanking, or one of the two Moroes tanks can do the job.

As a variant, a paladin can tank Moroes and all four adds. The paladin firsts casts Blessing of Sacrifice on a temporary off-tank (Or a warlock who can then use Hellfire to cause the paladin some damage) and later on a Garrote victim. This breaks Gouge as soon as the Garrote ticks or the hellfire passes some damage. If Baron Rafe Dreuger is present, the raid stun-locks, silences, and kills him quickly, so that he cannot stun the tank.
Dealing with Blind

Moroes casts Blind on his closest enemy that is not his current target. This is a poison-based disorient effect that causes the victim to temporarily lose aggro and wander aimlessly for ten seconds. It is broken by damage. It is devastating if Moroes Blinds the off-tank then Gouges the main tank, as he will then generally attack a healer.

To avoid this, assign a non-tank character to stand on top of Moroes at all times. This character takes the Blinds instead of the off-tank.

Naturally, Paladins, Druids, and Shamans should remove the Blind effect. Shamans should keep down a Poison Cleansing Totem to help with this.
Preparing for battle

Given the random nature of the adds and the raid's composition, every Moroes fight is different. The raid must make a plan before the pull and stick with it. This fight requires more planning than anything that comes before it in the game.

1. Clear the entire room of all the trash.
2. Mark Moroes and all the dinner guests with raid icons.
3. Determine and announce the kill order
4. Assign targets to players for:
* Shackling
* Freeze trapping
* Fearing (via Turn Undead)
* Tanking for Moroes, as crowd-control, and for kill targets
* Off-tanking, for Moroes
* Healing, for the tank, off-tank, and the rest of the raid
* Backup duties, should someone die before his assignment is complete

Executing the fight

Once a plan is established, it's time to execute it.

Pull Moroes, kill targets, and off-tank targets to one side of the room. Pull shackle and trap targets to the other side and control them there. This makes it less likely for the crowd-control to break from AoE attacks, dispels, or cleanses. The tanks generate threat on Moroes and any off-tank targets, while the controllers shackle or trap, then switch to healing or attacking as quickly as possible.

Use all cooldown abilities available to attack and kill the first target as quickly as possible. The fight becomes considerably easier to control once one or two targets die. There's no reason to save damage-dealing cooldowns for Moroes. Focus fire on the planned kill targets, in order, until Moroes dies.

The tank calls out when he is gouged, so that healers can switch focus to the off-tank.

Anyone who is controlling an add calls out when there is a problem so that someone else can help.

Once all non-shackled adds are killed, the raid may kill Moroes next to speed up the fight and reduce the pressure from multiple garrotes, or kill the shackled adds to remove the risk of them getting loose and causing trouble.

After Moroes is dead, the raid may kill any remaining adds or despawn them by leaving the room.
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PostSubject: Maiden of Virtue   Sat Jan 26, 2008 7:14 pm

* The Guest Quarters
o Maiden of Virtue(optional)


* Melee: on 14k armor: normally 25003500 every 1.8 sec, 4000-4800 crushing
* Immune to Taunt
* Holy Ground: permanent 240360 holy damage every 3 sec AoE 12 yards around her. Also silences for 1 second.
* Holy Fire: 1 second cast, 32383762 fire damage up front and 1750 fire damage every 2 seconds for 12 seconds. The DoT is a Magic effect and can be dispelled.
* Holy Wrath: AoE chained holy damage, instant cast, 20 second cooldown. Cast on a random target. Will not target or chain onto /off of pets.
* Repentance: Deals 17502250 holy damage and incapacitates the whole raid for 12 seconds. 30 second cooldown, not dispellable but broken by damage. Does not hit the main tank.


The Maiden of Virtue does not have phases in her fight. She behaves the same from the start of the fight to the end.

The Maiden uses all her abilities at random, not on a strict timer. For example, when the Repentance cooldown is over, she does not always cast it immediately; it just means that it's possible for her to cast it. However, she does not cast Holy Fire while Repentance is active.

Wipes occur at this boss for mainly two reasons - either the tank dies while the healers are incapacitated from a Repentance, or too many raid members die from Holy Fire. A wipe is also possible due to poor positioning which leads to a chained Holy Wrath. Once these risks are managed correctly, this is a fairly easy fight.


Correct positioning of the raid is the key here, healer positioning in particular. Ranged and healers should be far enough away from the Maiden to be outside of the Holy Ground attack. At the same time, the whole raid needs to be in range and sight of a dispeller and be spread out far enough to avoid chaining Holy Wrath. These requirements are easily matched with the following setup:

There are eight pillars around the room. Put one non-melee raid member at the outside wall in each gap between two pillars. Place the healers next to each other. Melee and tank can start wherever they like.

Tank her in the center of the room, right where she stands. After the pull, the raid members all move to their assigned gap between the pillars, and take exactly one step up the stair leading to her. This puts the whole raid in LoS, healing and dispel range of each other, but far enough apart to prevent the Holy Wrath from hitting more than the melee group.

Instead of standing between the pillars, it's just as good if the raid members stand with their backs to the pillars. Just synchronize so that everybody takes the left (or right) pillar, and no two people end up using the same one.


There are several ways to survive Repentance:

* A paladin healer casts and refreshes Blessing of Sacrifice (rank 1) on any melee character to constantly take damage, breaking the effect.
* A healer (preferably one which cannot dispel) moves into the Holy Ground after the Repentance cooldown is over. Since it can take a while until she casts Repentance, this may effectively take the healer out of the combat for a while (due to the silence effect). This also increases the danger from a chained Holy Wrath. After she's cast Repentance, the healer moves out of Holy Gound and resumes healing.
* The tank moves the Maiden towards a healer, to wake up the healer with damage from Holy Ground.
* The tank is loaded with HoT spells.
* The tank uses cooldown moves such as Last Stand, Shield Wall, potions, healthstones, and Nightmare Seeds.
* Melee damage-dealers that can heal (cat druids, retribution paladins, and enhancement shamans) run out to heal during Repentance.

All of these methods work well, and they work better in combination with each other.

Holy Fire

Holy Fire will quickly kill its victim unless removed. It is imperative to deal with it.

The easiest method to deal with Holy Fire is to have Grounding Totems up. With an alert Shaman and a little luck this one totem can absorb all Holy Fires targeted at that group. With one shaman in each group the fight actually becomes quite easy. Grounding totems have a limited range, so positions must be assigned carefully to make sure that everyone in the group is protected.

Holy Fire is a Magic debuff, and thus can be removed by the following:

* Priests' Dispel Magic
* Paladins' Cleanse and Divine Shield
* Felhounds' Devour Magic (leave it on auto-cast)
* Restorative Potion
* Warlocks' Spellstone
* Mages' Ice Block
* Rogues' Cloak of Shadows

Holy Fire can also be spell reflected.

Healers and dispellers must be very alert to deal with Holy Fire. Every raid member needs to be topped off at all times, and Holy Fires must be dispelled as quickly as possible. This cannot be stressed enough, as it is the most important aspect of the fight: Dispel as quickly as possible. Unless someone would die, cancel the spell you're currently casting to dispel immediately, so you spend less time and mana healing Holy Fire victims. Some raids place two dedicated dispellers on opposite sides of the room.

Holy Fire deals fire damage (not holy), thus Major Fire Protection Potions are useful.

This is the first fight since Chromaggus where dispelling debuffs is critical. Priests and paladins that are new to this fight usually have some initial difficulty dispelling fast enough to avoid wipes. This is normal, so be patient. Once they have a little practice and figure it out, though, the Maiden is a fairly easy fight.
[edit] Additional Tips and Methods

* If a Priest casts Shadow Word: Death on the Maiden during the 0.5 second cast of Repentance the backfiring damage will break the Repentance. This requires a timing mod, keeping the Maiden as the target (or using a focus macro) during the time she could cast Repentance and of course a fast reaction by the priest.
* Pets are not valid targets for Holy Fire or Holy Wrath, and may thus be sent into melee with no fear of causing a chain.
* Melee should stand at the edge of Maiden's hit box, as far from each other as possible (forming a triangle or square around her). Holy Protection potions help diminish damage taken by melee significantly, and are recommended over health pots.
* Warriors who pop Berserker Rage can become immune to or break Repentance. Being immune to Repentance effect also prevents the 2k front-end damage.
* In contrast to some people's belief, paladin tanks can tank Maiden well despite Holy Ground's silence. The silence effect only lasts one second for every three seconds. As all of the paladin tanking skills used during the actual tanking are instant cast, the one second silence does not cause much problem usually.
* Dampen Magic on melee DPS reduces the Holy Ground tick damage to 150-200 so that a single HoT, shadow priest, or feral druid can keep them alive.
* Amplify Magic is not a good idea at all; it appears to drastically boost her damage.
* The rooms off the hallway prior to the Maiden do not need to be cleared. If you choose to skip them, be sure to hug the wall to your right or you risk drawing aggro from the mobs in the side rooms. The hallway and patrols are on a 60 minute timer. However, the servants quarters adds spawn quicker at 20-25 minutes.
* Insignia of the Alliance/Horde will not remove Repentance.
* A Paladin's Divine Shield will remove Repentance.
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PostSubject: Re: Encounters in Karazhan   

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