Karazhan Guide: Netherspace ~ Prince Malchezaar

Prince Malchezaar

Clearing the Chess Event will allow you to move forward into the tower. The pulls in here can be tricky.

Monsters you will face

Fleshbeasts - 68,000 HP. 2,000 damage on tanks with bleeds and diseases that hit for 1800. Usually a double pull, tank both, burn one quickly then the other.

Greater Fleshbeasts - 120,000 HP. Singlepull, 3,000 Melee plus the normal fleshbeast abilities. Be careful!

Upon reaching the top of the tower you will see a large area with grey skies, Prince Malchezaar is roaming this area. Buff up before entering this area as his aggro range is considerable, and prepare for the fight.

Fact - 1.1 Million HP

This is the monster you must defeat to complete the main Karazhan questline!

Abilities

Burning Abyssal ("Infernals"): Every 45 seconds or so, Malchezaar will summon an Abyssal which will land randomly on the battleground. Once it does, it will cast Hellfire until it despawns. It will not move. This is Malchezaar's most dangerous ability - have a designated Abyssal watcher so you can move your raid accordingly and not be caught in Hellfires. Each Abyssal lasts around 3 minutes, they cannot be harmed.

Upon entering Phase 2, Malcheezar will spawn them faster - you can tell when he has spawned one when he yells out a taunt.

Enfeeble: 5 people randomly get thrown back to 1HP. Once this hits these people must be away from Malcheezar and Abyssals since they will be at 1HP for 7 seconds. Once 7 seconds pass, they regain their former health. This ability will never affect the main tank.

Shadow Nova: 3 second cast Area of Effect shadow damage for 3000, including knockback. You can outrange this ability by staying at max range from the main tank, melee dps must run out once they see it being cast.

Thrash: 2 additional attacks against the target, randomly used by him.

Flying Axes - Phase 3 will spawn these to attack random raid members. Physical damage that must be healed through if you want your members to survive.

Strategy

Pull Malchezaar to a corner or tank him while having your back to the wall to avoid being knocked back by his shadow nova.
On Phase 1, slow DPS to 60%, then bump up the damage to maximum effect. First phase isn't threatening, but from phase 2 on, infernals spawn faster, and can and will corner your raid if you take too long killing him.

During Phase 2 also makes him start attacking the tank with 2 axes, so beware of damage spikes. Keep your tank healed to full. He will sunder armor your tank and Thrash will happen more often. Your goal is to get him to 30% as quickly as possible to reduce his damage output.

Phase 3, watch out for your raid members being attacked by his flying axes. Abyssals are falling very fast at phase 3, so you will need to kill him within 2 minutes or you will be overrun by Abyssals. Luck is a very important factor here. Bad luck will wipe you even if you executed the fight flawlessly - try again if you had bad luck, you will defeat him soon. Remember to keep your raid topped off and your tank at full health as much as possible during the entire fight, this is a fight where, thanks to Thrash, you can wipe in under 5 seconds, so everyone must be concentrated. Ventrilo coordination is recommended!

It is wise to assign a raid member to spot the incoming Abyssals and call out movements if needed.

Loot

Tier 4 Helm Tokens

Adornment of Stolen Souls
Neck
+18 Stamina
+20 Intellect
Equip: Improves spell critical strike rating by 23.
Equip: Increases damage and healing done by magical spells and effects by up to 28.

Farstrider Wildercloak
Back
105 Armor
+36 Stamina
Equip: Increases attack power by 70.

Gorehowl
Axe - Two-Hand
Speed 3.60 345 - 518 Damage
(119.9 damage per second)
+49 Strength
+43 Agility
+51 Stamina
"The axe of Grom Hellscream has sown terror across hundreds of battlefields."

Jade Ring of the Everliving
Unique
Finger
Equip: Increases healing done by spells and effects by up to 68.
Equip: Restores 12 mana per 5 sec.

Light's Justice
Mace - Main Hand
Speed 1.8024 - 125 Damage
(41.4 damage per second)
+16 Stamina
+21 Intellect
+20 Spirit
Equip: Increases healing done by spells and effects by up to 382.

Malchazeen
Unique
Dagger - One-Hand
Speed 1.80 132 - 199 Damage
(91.9 damage per second)
+16 Stamina
Equip: Improves hit rating by 15.
Equip: Increases attack power by 50.

Nathrezim Mindblade
Unique
Dagger - Main Hand
+18 Stamina
+18 Intellect
Durability 75 / 75
Equip: Improves spell critical strike rating by 23.
Equip: Increases damage and healing done by magical spells and effects by up to 203.

Ring of a Thousand Marks
Unique
Finger
+21 Stamina
Equip: Improves hit rating by 19.
Equip: Improves critical strike rating by 23.
Equip: Increases attack power by 44.

Ruby Drape of the Mysticant
Back
105 Armor
+22 Stamina
+21 Intellect
Equip: Improves spell hit rating by 18.
Equip: Increases damage and healing done by magical spells and effects by up to 30.

Stainless Cloak of the Pure Hearted
Back
105 Armor
+22 Stamina
+23 Intellect
Equip: Increases healing done by spells and effects by up to 53.
Equip: Restores 7 mana per 5 sec.

Sunfury Bow of the Phoenix
Bow - Ranged
Speed 2.90 169 - 314 Damage
(83.3 damage per second)
+19 Agility
Equip: Increases attack power by 34.

The Decapitator
Axe - Main Hand
Speed 2.60167 - 312 Damage
(92.1 damage per second)
Equip: Improves critical strike rating by 27.
Use: Hurls your axe in an attempt to decapitate your target causing 513 to 567 damage.


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