Do not stand close to Aran (about 10 yards) because he will casts counterspell frequently, which stops you from casting any spells for about 8 seconds. 8 seconds of not healing isn't exactly great.
Use earth shock rank 1 here to help interrupt the boss' spellcasts. He will use fireball, frostbolt, and arcane missiles frequently throughout the entire fight. Most important ones to interrupt are fireball and frostbolt. Your raid needs to do the best they can to keep the boss' mana up by interrupting because when he goes low on mana, he will polymorph the entire raid to drink, and then he will casts pyroblast on the raid which is very painful.
None of his spells can be absorbed by grounding totem!
When the boss casts Flame Wreathe, DON'T MOVE! You will see rings of fire around couple players, and even if you don't have a ring of fire around you, just don't move to make things easier. People tend to panic when they see people move during a Flame Wreathe.
When the boss casts Blizzard, he will casts it on the outer ring of the room. It looks just like the blizzard that any mages casts, except that it spins around the outer ring of the room. You can't outrun it if you just run along the outer ring of the room so you'll eventually have to cut across the other side. Aran will also casts Chain of Ice during the blizzard on a random player, which prevents you from moving, but it is magic dispellable.
When the boss pulls everyone to the middle of the room, he will begin to casts Arcane Explosion that takes him 10 seconds to casts. As soon as you get pulled into the center of the room, make sure you run towards the walls where the bookshelves are because there is no time to waste as he will casts Slow on you. As long as you run as soon as you see that you are pulled to the middle of the room, you have enough time to avoid the arcane explosion. The arcane explosion deals about 10k damage.
When Aran is down to 40% health, he will summon 4 water elementals. Best thing you can do is use Earth Elemental to help tank one, and grounding totem works on the water elementals. Also, this is the best time to use bloodlust. There is an aggro table on the water elementals.
Things to remember:
-Help interrupt Aran's fireball and frostbolts with earth shock rank 1 as much as you can
-Aran has no aggro table so put earth shield on a spellcaster
-Do not stand 10 yards within Aran as he will casts counterspell on you when you try to heal within his 10 yards range
-Grounding totem does not work on Aran, but works on water elementals
-Don't move during flame wreathe
-Don't try to outrun blizzard, but run across the room
-Run to the wall as soon as you get pulled into the middle of the room to avoid arcane explosion
-Save bloodlust when Aran hits 40% health as the water elementals that Aran summons can make the fight very difficult
Showing posts with label Karazhan. Show all posts
Showing posts with label Karazhan. Show all posts
Terestian Illhoof (patch 2.4.3)
Optional boss in Karazhan.
Use fire resistance totem and magma totem here. If you start to see a lot of imps (8-10+), you might want to throw down a fire elemental totem to help out with the AoE.
Every now and then, a random player except the tank will get sacrificed in the middle of the room. The person being sacrificed needs lots of heals because he or she takes about 1.5k damage per second until the Demonic Chain is destroyed by the raid group.
Keep earth shield up on tank.
Save bloodlust until the room gets overwhelmed by imps or when Illhoof is near his death.
Use fire resistance totem and magma totem here. If you start to see a lot of imps (8-10+), you might want to throw down a fire elemental totem to help out with the AoE.
Every now and then, a random player except the tank will get sacrificed in the middle of the room. The person being sacrificed needs lots of heals because he or she takes about 1.5k damage per second until the Demonic Chain is destroyed by the raid group.
Keep earth shield up on tank.
Save bloodlust until the room gets overwhelmed by imps or when Illhoof is near his death.
Nightbane (patch 2.4.3)
Some consider Nightbane to be the 5th boss, and some consider this the last boss of Karazhan.
There are two phases to this boss: Ground phase and Air phase
*Turn up your spell details in video options otherwise you would have a hard time seeing Charred Earth on the floor*
Ground Phase
Keep tremor totem up
When tank establishes aggro, put down a searing totem
Nightbane will cleave! Don't stand in front, or better yet, don't stand close to Nightbane at all.
Periodically, Nightbane will casts Charred Earth on a random targetted player. It is a giant red and black circle on the floor. If you are on it, simply stop doing what you are doing and just run out of it. Make sure your spell detail is up!
Don't stand near Nightbane's tail as he does a tail sweep (again... don't stand near Nightbane at all)
Each time Nightbane's health drops to 75%, 50%, 25%, Nightbane will fly up in the air. As soon as you see Nightbane take flight, quickly gather up and stand on top of the tank (everyone should). The air phase will lasts about a minute, and then it is back to Ground Phase.
Air Phase
Everyone should be grouped up as mentioned earlier. Shortly after Nightbane is in the air, he will casts Rain of Bones (looks like Nightbane is breathing brown smoke coming down on you guys). Skeletons spawn from Rain of Bones.
What works for me is this: I use stoneclaw totem as soon as I stand on top of the tank. Stoneclaw totem will most likely hold aggro on the skeletons initially. Right after I put down stoneclaw totem, I immediately follow it with a magma totem to AoE the skeletons. Finally, I earth shield myself and spam chain heals on the group.
Once the skeletons are finished, top everyone off with heals quick. Put back on water shield, and remember to use tremor totem when Nightbane comes back down on the ground. Don't stand by the tank when Nightbane is about to land. If you happen to be on the other side of the party when Nightbane lands for whatever reason - don't panic. After the tank gets Nightbane in tanking position, simply run through Nightbane in the middle (not in front of him or back of him.
Note: Threat resets each time Nightbane lands! Don't heal at the same time Nightbane is landing otherwise you will most likely get one-shotted, or the tank would have hard time chasing after Nightbane to build aggro because Nightbane moves around quick. If you have less than 3-5 seconds before Nightbane lands, top off the main tank, and then wait for tank to establish aggro during Nightbane's ground phase to start healing the raid.
Things to remember:
Tremor totem when Nightbane is in Ground phase. Stoneclaw totem when Nightbane is in Air phase once you are grouped up with everyone else on the tank.
Use searing totem (just a suggestion) during ground phase, but only after tank has established aggro. Keep this in mind because you don't want searing totem to be around when Nightbane is about to land from Air phase. Use magma totem right after you put down stoneclaw totem for Air phase.
Always keep earth shield up on tank for ground phase, and use earth shield on yourself during air phase. Remember to use water shield on yourself after skeletons are finished during the air phase, and remember to put earth shield back on tank.
Make sure spell details are up before the fight to easily detect Charred Earth, and run out of Charred Earth immediately if you are on it.
Don't stand near Nightbane because there isn't a reason to.
There are two phases to this boss: Ground phase and Air phase
*Turn up your spell details in video options otherwise you would have a hard time seeing Charred Earth on the floor*
Ground Phase
Keep tremor totem up
When tank establishes aggro, put down a searing totem
Nightbane will cleave! Don't stand in front, or better yet, don't stand close to Nightbane at all.
Periodically, Nightbane will casts Charred Earth on a random targetted player. It is a giant red and black circle on the floor. If you are on it, simply stop doing what you are doing and just run out of it. Make sure your spell detail is up!
Don't stand near Nightbane's tail as he does a tail sweep (again... don't stand near Nightbane at all)
Each time Nightbane's health drops to 75%, 50%, 25%, Nightbane will fly up in the air. As soon as you see Nightbane take flight, quickly gather up and stand on top of the tank (everyone should). The air phase will lasts about a minute, and then it is back to Ground Phase.
Air Phase
Everyone should be grouped up as mentioned earlier. Shortly after Nightbane is in the air, he will casts Rain of Bones (looks like Nightbane is breathing brown smoke coming down on you guys). Skeletons spawn from Rain of Bones.
What works for me is this: I use stoneclaw totem as soon as I stand on top of the tank. Stoneclaw totem will most likely hold aggro on the skeletons initially. Right after I put down stoneclaw totem, I immediately follow it with a magma totem to AoE the skeletons. Finally, I earth shield myself and spam chain heals on the group.
Once the skeletons are finished, top everyone off with heals quick. Put back on water shield, and remember to use tremor totem when Nightbane comes back down on the ground. Don't stand by the tank when Nightbane is about to land. If you happen to be on the other side of the party when Nightbane lands for whatever reason - don't panic. After the tank gets Nightbane in tanking position, simply run through Nightbane in the middle (not in front of him or back of him.
Note: Threat resets each time Nightbane lands! Don't heal at the same time Nightbane is landing otherwise you will most likely get one-shotted, or the tank would have hard time chasing after Nightbane to build aggro because Nightbane moves around quick. If you have less than 3-5 seconds before Nightbane lands, top off the main tank, and then wait for tank to establish aggro during Nightbane's ground phase to start healing the raid.
Things to remember:
Tremor totem when Nightbane is in Ground phase. Stoneclaw totem when Nightbane is in Air phase once you are grouped up with everyone else on the tank.
Use searing totem (just a suggestion) during ground phase, but only after tank has established aggro. Keep this in mind because you don't want searing totem to be around when Nightbane is about to land from Air phase. Use magma totem right after you put down stoneclaw totem for Air phase.
Always keep earth shield up on tank for ground phase, and use earth shield on yourself during air phase. Remember to use water shield on yourself after skeletons are finished during the air phase, and remember to put earth shield back on tank.
Make sure spell details are up before the fight to easily detect Charred Earth, and run out of Charred Earth immediately if you are on it.
Don't stand near Nightbane because there isn't a reason to.
The Curator (patch 2.4.3)
Fifth boss of Karazhan.
You should group up with the other healers/casters. The boss will summon an astral flare (floating arcane orb) with 12k health that comes towards the group every ten seconds. It deals arcane damage to 3 people in melee range of the flare. Simply chain heal the group thats taking damage from astral flare.
Every now and then, the boss will hit the person with the 2nd highest threat with Hateful Bolt. It average about 5k arcane damage. It can easily be healed.
The boss will use evocation immediately after the 10th astral flare. During this time, the boss takes 200% extra damage from anything your raid throws at it. The boss' evocation lasts 20 seconds long, and it is best that you use bloodlust about 5 seconds before evocation starts (boss mods will tell you the time left before evocation). You want to use bloodlust before evocation starts because the boss will summon one last astral flare before he goes into evocation, and the raid should take down the astral flare otherwise things can get ugly. The boss does not attack or use any ability while he is in evocation.
At 15% health remaining, the boss will enrage. He will stop summoning astral flares, and you should use big heals on the main tank. He will use Hateful Bolt at a faster rate so keep an eye on the person tanking Hateful Bolt.
-Always earth shield the main tank
-Use searing totem, and use fire elemental when the boss is getting close to 15%
-Use bloodlust at about 5 seconds before evocation begins
-You can dps the boss too if you want during evocation since he does not attack at all during that phase
You should group up with the other healers/casters. The boss will summon an astral flare (floating arcane orb) with 12k health that comes towards the group every ten seconds. It deals arcane damage to 3 people in melee range of the flare. Simply chain heal the group thats taking damage from astral flare.
Every now and then, the boss will hit the person with the 2nd highest threat with Hateful Bolt. It average about 5k arcane damage. It can easily be healed.
The boss will use evocation immediately after the 10th astral flare. During this time, the boss takes 200% extra damage from anything your raid throws at it. The boss' evocation lasts 20 seconds long, and it is best that you use bloodlust about 5 seconds before evocation starts (boss mods will tell you the time left before evocation). You want to use bloodlust before evocation starts because the boss will summon one last astral flare before he goes into evocation, and the raid should take down the astral flare otherwise things can get ugly. The boss does not attack or use any ability while he is in evocation.
At 15% health remaining, the boss will enrage. He will stop summoning astral flares, and you should use big heals on the main tank. He will use Hateful Bolt at a faster rate so keep an eye on the person tanking Hateful Bolt.
-Always earth shield the main tank
-Use searing totem, and use fire elemental when the boss is getting close to 15%
-Use bloodlust at about 5 seconds before evocation begins
-You can dps the boss too if you want during evocation since he does not attack at all during that phase
Opera Event - Romulo and Julianne (patch 2.4.3)
One of three randomly selected boss encounters in the Opera Event. Fourth boss fight in Karazhan.
Phase 1:
The fight starts off with Julianne alone.
Earth shock her heals! (It is called Eternal Affection)
Purge her Devotion buff. The buff gives her more holy damage and faster cast speed.
After Julianne is defeated, you fight Romulo.
Keep earth shield on tank
Use searing totem
Phase 2:
Don't stand in front of Romulo because he cleaves.
Use poison cleanse totem here as Romulo will repeatedly poison players.
Purge his Daring buff. This buff gives Romulo more damage and faster attack speed.
After Romulo is defeated, both Romulo and Julianne are resurrected.
Keep earth shield on tank
Use searing totem
Phase 3:
Make sure you earth shock Julianne's heals
Keep poison cleansing totem up
Purge both Julianne's and Romulo's buffs
Don't stand in front of Romulo
Use earth shield on Romulo's tank
Use fire elemental here
Keep in mind: Both Romulo and Julianne must die together within 10 seconds of either one's death or else the one dead will be resurrected.
Phase 1:
The fight starts off with Julianne alone.
Earth shock her heals! (It is called Eternal Affection)
Purge her Devotion buff. The buff gives her more holy damage and faster cast speed.
After Julianne is defeated, you fight Romulo.
Keep earth shield on tank
Use searing totem
Phase 2:
Don't stand in front of Romulo because he cleaves.
Use poison cleanse totem here as Romulo will repeatedly poison players.
Purge his Daring buff. This buff gives Romulo more damage and faster attack speed.
After Romulo is defeated, both Romulo and Julianne are resurrected.
Keep earth shield on tank
Use searing totem
Phase 3:
Make sure you earth shock Julianne's heals
Keep poison cleansing totem up
Purge both Julianne's and Romulo's buffs
Don't stand in front of Romulo
Use earth shield on Romulo's tank
Use fire elemental here
Keep in mind: Both Romulo and Julianne must die together within 10 seconds of either one's death or else the one dead will be resurrected.
Opera Event - Wizard of Oz (patch 2.4.3)
One of three randomly selected boss encounters in the Opera Event. Fourth boss fight in Karazhan.
You will see four bosses in the stage. They are inactive at first and are activated in a sequence after Dorothee finishes her dialect:
1st - Dorothee
2nd - Roar
3rd - Strawman
4th - Tinhead
Dorothee
You cannot interrupt her water bolt. She also has no aggro table. You need to keep tremor totem up as she does AoE fear. Not long into the fight, Dorothee will summon Tito. Tito has very low health, but don't kill it before Dorothee dies otherwise Dorothee will enrage that will double her damage.
Roar
You shouldn't have to worry about Roar as Roar is susceptible to fear, and tanks can easily hold aggro on him.
Strawman
Strawman is tanked by anyone who has powerful direct damage fire spells. You shouldn't be the primary person to tank him because your raid group should have atleast a mage or a warlock. Strawman gets disoriented everytime he gets hit by a direct fire spell (flame shock, searing totem, fireball, etc.).
Tinhead
Don't stand in front of Tinhead because he has a cleave ability. His movement speed will gradually slow down as the Rust debuff stacks on him. Rust is a time-based effect on self, and there is nothing you can do to make him Rust faster. No frost ability or anything can help make him Rust.
After all four bosses are downed, you will face the last boss in the encounter, which is Crone.
Crone
She summons a cyclone that moves about in the stage. If you get caught into the cyclone, it simply lifts you up and you take fall damage (roughly 15% of health). She also casts chain lightning that can't be interrupted. You can easily solo heal this last part of the fight.
You will see four bosses in the stage. They are inactive at first and are activated in a sequence after Dorothee finishes her dialect:
1st - Dorothee
2nd - Roar
3rd - Strawman
4th - Tinhead
Dorothee
You cannot interrupt her water bolt. She also has no aggro table. You need to keep tremor totem up as she does AoE fear. Not long into the fight, Dorothee will summon Tito. Tito has very low health, but don't kill it before Dorothee dies otherwise Dorothee will enrage that will double her damage.
Roar
You shouldn't have to worry about Roar as Roar is susceptible to fear, and tanks can easily hold aggro on him.
Strawman
Strawman is tanked by anyone who has powerful direct damage fire spells. You shouldn't be the primary person to tank him because your raid group should have atleast a mage or a warlock. Strawman gets disoriented everytime he gets hit by a direct fire spell (flame shock, searing totem, fireball, etc.).
Tinhead
Don't stand in front of Tinhead because he has a cleave ability. His movement speed will gradually slow down as the Rust debuff stacks on him. Rust is a time-based effect on self, and there is nothing you can do to make him Rust faster. No frost ability or anything can help make him Rust.
After all four bosses are downed, you will face the last boss in the encounter, which is Crone.
Crone
She summons a cyclone that moves about in the stage. If you get caught into the cyclone, it simply lifts you up and you take fall damage (roughly 15% of health). She also casts chain lightning that can't be interrupted. You can easily solo heal this last part of the fight.
Opera Event - The Big Bad Wolf (patch 2.4.3)
One of three randomly selected boss encounter in the Opera Event. Fourth boss in Karazhan.
1.)Always keep tremor totem up because the boss will cast a short range AoE fear occasionally.
2.)The boss will periodically target one person to be the "Little Red Riding Hood." Pay attention when the boss says "RUN AWAY LITTLE GIRL." If you are selected as Riding Hood, stop what you are doing and RUN AWAY. Run along the outside parameter of the stage, and do not cut corners or go diagonally because the wolf will easily rip you apart in two hits. The person who is targetted to be Riding Hood will be followed throughout the duration until the person is no longer Riding Hood regardless if the person is the lowest on aggro threat.
If someone else is targetted to be Riding Hood (tank can also be chosen), keep a close eye on Riding Hood. If the wolf seems to be a bit too close to Riding Hood for comfort, spam lesser healing wave on Riding Hood.
Tips to remember:
-Always keep tremor totem up
-Fire Elemental/Searing Totem
-Keep a far distance away from the wolf
-When you are Riding Hood, run along the outside parameter, and do not cut corners
-Earth shield the tank, and earth shield the person chosen to be Riding Hood
1.)Always keep tremor totem up because the boss will cast a short range AoE fear occasionally.
2.)The boss will periodically target one person to be the "Little Red Riding Hood." Pay attention when the boss says "RUN AWAY LITTLE GIRL." If you are selected as Riding Hood, stop what you are doing and RUN AWAY. Run along the outside parameter of the stage, and do not cut corners or go diagonally because the wolf will easily rip you apart in two hits. The person who is targetted to be Riding Hood will be followed throughout the duration until the person is no longer Riding Hood regardless if the person is the lowest on aggro threat.
If someone else is targetted to be Riding Hood (tank can also be chosen), keep a close eye on Riding Hood. If the wolf seems to be a bit too close to Riding Hood for comfort, spam lesser healing wave on Riding Hood.
Tips to remember:
-Always keep tremor totem up
-Fire Elemental/Searing Totem
-Keep a far distance away from the wolf
-When you are Riding Hood, run along the outside parameter, and do not cut corners
-Earth shield the tank, and earth shield the person chosen to be Riding Hood
Maiden of Virtue (patch 2.4.3)
3rd Boss in Karazhan
1.)This boss has an ability called Holy Fire. Always keep up a grounding totem whenever possible because the Holy Fire will target it if your party group is in range of your grounding totem. Holy Fire also targets searing totem and pets.
2.)Stay spread out, and don't stand next to anyone to mitigate the damage of Holy Wrath. Holy Wrath is like shaman's chain lightning except that the damage increases as it jumps to more people.
3.)She does Repentance that is similar to the one that Paladins can use. Usually casts this about every half a minute or so. It is best that you have mods like Deadly Boss Mods or BigWigs that tells you when the next Repentance will occur. This effect lasts 12 seconds, and will prevent you from doing anything until you take damage which gets rid of the debuff. Maiden of Virtue will often casts a small AoE wave called Holy Ground around her that deals very little damage, but silences you for 0.5 seconds. When she will casts Repentance soon (ex. 3 seconds or less), you should run close to her so when you get the Repentance debuff, the Holy Ground effect will break you out of it because Holy Ground deals damage. After you are out of Repentance, quickly run back out of range of Holy Ground.
Tips to remember:
-Try to keep grounding totem up as much as you can
-Spread out
-Run in close to her when she's about to cast Repentance, and run out when Holy Ground breaks you free from Repentance
-Keep Earth Shield up on main tank
-Melee group will take damage from Holy Ground constantly. Damage is very small, but adds up after awhile. You can easily chain heal the melee group and the tank
-Always keep up a searing/fire elemental up as there is always a chance that Maiden will target Holy Fire on the fire totem.
1.)This boss has an ability called Holy Fire. Always keep up a grounding totem whenever possible because the Holy Fire will target it if your party group is in range of your grounding totem. Holy Fire also targets searing totem and pets.
2.)Stay spread out, and don't stand next to anyone to mitigate the damage of Holy Wrath. Holy Wrath is like shaman's chain lightning except that the damage increases as it jumps to more people.
3.)She does Repentance that is similar to the one that Paladins can use. Usually casts this about every half a minute or so. It is best that you have mods like Deadly Boss Mods or BigWigs that tells you when the next Repentance will occur. This effect lasts 12 seconds, and will prevent you from doing anything until you take damage which gets rid of the debuff. Maiden of Virtue will often casts a small AoE wave called Holy Ground around her that deals very little damage, but silences you for 0.5 seconds. When she will casts Repentance soon (ex. 3 seconds or less), you should run close to her so when you get the Repentance debuff, the Holy Ground effect will break you out of it because Holy Ground deals damage. After you are out of Repentance, quickly run back out of range of Holy Ground.
Tips to remember:
-Try to keep grounding totem up as much as you can
-Spread out
-Run in close to her when she's about to cast Repentance, and run out when Holy Ground breaks you free from Repentance
-Keep Earth Shield up on main tank
-Melee group will take damage from Holy Ground constantly. Damage is very small, but adds up after awhile. You can easily chain heal the melee group and the tank
-Always keep up a searing/fire elemental up as there is always a chance that Maiden will target Holy Fire on the fire totem.
Moroes (patch 2.4.3)
Moroes is the second boss of Karazhan
Position yourself in the center of the room (dining table). You should be in range to heal any players in the room without a problem.
Moroes have 4 guests with him out of list of six.
Their names are Baroness Dorothea Millstipe, Baron Rafe Dreuger, Lady Catriona Von'Indi, Lady Keira Berrybuck, Lord Robin Daris, Lord Crispin Ference.
If Millstipe is one of the guests, the raid usually focus fire on her first as her mana burn ability does a lot of damage and drains mana. She seems to like casting mana burn on healers, but you can interrupt that easily with an earth shock because it takes her 3 seconds to cast.
Lord Robin Daris has a nasty whirlwind and mortal strike abilities. He is usually crowd controlled and one of the last ones to be killed. I suggest you don't stand near him :).
Generally, the raid should have 2-3 crowd control abilities. These two guests are your biggest threat. Millstipe can drain your mana and Daris can kill you if you stand too close to him.
Your main focus is to heal the main tank and offtank. Moroes will occasionally blind (poison) a player in melee range. You must help to remove the poison ASAP. Every now and then he would gouge the main tank, and if he blinds the off tank then Moroes will run free to wipe the raid.
Moroes will vanish throughout the fight, and when he reappears he will garrote a random player. It is a 5 minute DoT that does around 1k damage per 3 seconds. Help out with the heals on whoever has garrote. Healers with HoT is preferable to heal DoT damage. Garrote can only be removed by ice block, divine shield, blessing of protection, and stoneform.
When Moroes' health is at 30%, he will enrage, which increases his damage by 20%.
Keep earth shield up on main tank.
Don't use fire elemental/searing totem until Moroes is the last one standing or no more crowd controlled is needed because they tend to break crowd controlled mobs.
I haven't discussed about the other guests because they are not threatening to you. Your primary job is to heal the main tank and off tank, remove blind poison, and heal players who have garrote. The most threatening guests are generally killed first or crowd controlled so you shouldn't have to worry much about earth shocking or purging.
All range (caster/hunters/healers) should just group up if they have garrote on them so they can easily be chain healed. Melees with garrote shouldn't be hard to chain healed through as they will stand by the main tank in the end.
Position yourself in the center of the room (dining table). You should be in range to heal any players in the room without a problem.
Moroes have 4 guests with him out of list of six.
Their names are Baroness Dorothea Millstipe, Baron Rafe Dreuger, Lady Catriona Von'Indi, Lady Keira Berrybuck, Lord Robin Daris, Lord Crispin Ference.
If Millstipe is one of the guests, the raid usually focus fire on her first as her mana burn ability does a lot of damage and drains mana. She seems to like casting mana burn on healers, but you can interrupt that easily with an earth shock because it takes her 3 seconds to cast.
Lord Robin Daris has a nasty whirlwind and mortal strike abilities. He is usually crowd controlled and one of the last ones to be killed. I suggest you don't stand near him :).
Generally, the raid should have 2-3 crowd control abilities. These two guests are your biggest threat. Millstipe can drain your mana and Daris can kill you if you stand too close to him.
Your main focus is to heal the main tank and offtank. Moroes will occasionally blind (poison) a player in melee range. You must help to remove the poison ASAP. Every now and then he would gouge the main tank, and if he blinds the off tank then Moroes will run free to wipe the raid.
Moroes will vanish throughout the fight, and when he reappears he will garrote a random player. It is a 5 minute DoT that does around 1k damage per 3 seconds. Help out with the heals on whoever has garrote. Healers with HoT is preferable to heal DoT damage. Garrote can only be removed by ice block, divine shield, blessing of protection, and stoneform.
When Moroes' health is at 30%, he will enrage, which increases his damage by 20%.
Keep earth shield up on main tank.
Don't use fire elemental/searing totem until Moroes is the last one standing or no more crowd controlled is needed because they tend to break crowd controlled mobs.
I haven't discussed about the other guests because they are not threatening to you. Your primary job is to heal the main tank and off tank, remove blind poison, and heal players who have garrote. The most threatening guests are generally killed first or crowd controlled so you shouldn't have to worry much about earth shocking or purging.
All range (caster/hunters/healers) should just group up if they have garrote on them so they can easily be chain healed. Melees with garrote shouldn't be hard to chain healed through as they will stand by the main tank in the end.
Attumen the Huntsman (patch 2.4.2)
This is the first boss in Karazhan.
First Phase - The first phase of the fight is just Midnight the horse. Midnight does not do any AoE or anything special really so just heal the tank. Searing totem is recommended because once Midnight is at 95%, Attumen will spawn and runs into the middle of the raid group, and the searing totem will usually get picked up by Attumen so that gives a 2nd tank (usually the Main Tank) time to pick Attumen up.
Second Phase - Attumen does a nasty cleave so stay away from him. The only people that need heals are the two tanks, unless some other players stand in front of Attumen. When Attumen or Midnight's health is down to 25%, Attumen will mount Midnight. Aggro resets when they mount, but good tanks can easily pick that up.
Third Phase - Stand directly behind Midnight's butt to prevent charges. The charge does a lot of damage. I'm not 100% sure but I think the boss charges the person who is furthest away from the raid group, which is usually the hunter if you have a hunter in the group. Use bloodlust and searing/fire elemental totem to help speed up the fight. Again, the boss will cleave so please make sure you are behind him. Just keep the main tank and anyone who gets charged top off in heals (and anyone who gets cleaved =/). The end.
First Phase - The first phase of the fight is just Midnight the horse. Midnight does not do any AoE or anything special really so just heal the tank. Searing totem is recommended because once Midnight is at 95%, Attumen will spawn and runs into the middle of the raid group, and the searing totem will usually get picked up by Attumen so that gives a 2nd tank (usually the Main Tank) time to pick Attumen up.
Second Phase - Attumen does a nasty cleave so stay away from him. The only people that need heals are the two tanks, unless some other players stand in front of Attumen. When Attumen or Midnight's health is down to 25%, Attumen will mount Midnight. Aggro resets when they mount, but good tanks can easily pick that up.
Third Phase - Stand directly behind Midnight's butt to prevent charges. The charge does a lot of damage. I'm not 100% sure but I think the boss charges the person who is furthest away from the raid group, which is usually the hunter if you have a hunter in the group. Use bloodlust and searing/fire elemental totem to help speed up the fight. Again, the boss will cleave so please make sure you are behind him. Just keep the main tank and anyone who gets charged top off in heals (and anyone who gets cleaved =/). The end.
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