Karazhan Strategy Guide,Complete Guide to Karazhan
Table of Contents
it was noted for its famous occupant; the last Guardian of Tirisfal, Medivh. After Medivh had been defeated by the army of Azeroth during the First War,
Karazhan was abandoned and has remained in that condition. The arcane powers, however, have never abandoned the tower.
Attumen the Huntsman
During the first war the tower was inhabited by Medivh, his butler Moroes, his cook Cook and his then apprentice Khadgar. Garona also resided here as an emissary in the same time of Khadgar's apprenticeship. Sargeras allowed Medivh to freely explore Karazhan. It is said many strange and disturbing visions lurked within the tower, and Moroes was known for wearing blinders to avoid seeing them. Much of the story from this era is presented in the novel The Last Guardian.
Recently, despite Medivh's absence, a new power seems to have made its home in Karazhan. The Black Riders of Deadwind Pass, though rarely seen, have a connection to Karazhan. However, no one knows who their master is. One recent sighting is cause for concern - the Black Riders seek the Scythe of Elune, a powerful artifact with the ability to summon the vile Worgen into this world.
It is believed that all ley lines on Azeroth lead to a location under Karazhan.
Worldofwarcraft.com says the following about Karazhan:
The decrepit tower of Karazhan once housed one of the greatest powers Azeroth has ever known: the sorcerer Medivh. Since his death, a terrible curse has pervaded the tower and the surrounding lands. The spirits of nobles from nearby Darkshire reportedly walk its halls, suffering a fate worse than death for their curiosity. More dangerous spirits wait within Medivh's study, for it was there that he summoned demonic entities to do his bidding. However, the brave and foolish are still relentlessly drawn to Karazhan, tempted by rumors of unspeakable secrets and powerful treasures. Forge a group of ten stalwart heroes, and journey to the tower in Deadwind Pass - but be warned that only those who have achieved level 70 should dare enter.
Attumen the Huntsman
Basic Melee: Melees from anywhere between 1600 and 2100 damage on tank, 8000 on cloth. He can, and should, be disarmed. Immune to taunt.
Basic Melee: Around 1800 damage
Video of Attumen the Huntsman Kill
Tank and DPS
The main tank will want to be on Midnight. The off tank should stand near Midnight, but between him and the healers. When Attumen spawns (he spawns right where Midnight is standing when the fight is not still engaged and he takes like 3 secs before he'll start to move so the OT as enough time to act), it is imperative that the off tank pick him up immediately. Instant abilities such as shield slam seem to work really well here. Hunters in the group can make use of misdirection to help if a quick pick up is not successful.
Once the off tank has picked up Attumen, drag him to the far side of the corral. The tank should be disarming Attumen as much as possible, as that reduces the damage he deals by approximately 75%. (This is why we put the off tank on Attumen, as he does less damage than Midnight when disarmed.)
Midnight should be tanked away from the raid. Generally we keep the horse in the center of the corral. Absolutely no DPS on Attumen. Everybody should be on the horse. When Midnight is down to approximately 25%, the next phase will begin. All aggro will be wiped, so all DPS must stop immediately at this point.
(Alternatively you can DPS Midnight down to ~30%, then DPS Attumen until he mounts up. This way, the mounted up Attumen will only have about 25-30% left.)
Attumen will now mount up on Midnight, wipe aggro, and will be healed up to the percentage Midnight had, if he had less HP than his horse. The main tank must pick him up immediately to prevent clothies from getting one-shotted. If your hunter(s) haven't used misdirect it can come in handy here as well. Have the MT use shield wall at this time. This way the MT can get good aggro and the boss won't pull onto the healers from initial healing aggro.
Healers should keep everybody's health topped off through this part of the fight. Attumen will randomly charge once in a while and hit for 6,000+ on cloth. It's not that often though, so just heal through it. Bandaging is perfectly acceptable here.
Once the tank has a solid hold on Attumen's aggro, start DPS. We usually have the off tank continue to disarm Attumen whenever possible as it reduces his damage by a large amount. Mages and Druids must be aware of the curse that he casts as it reduces your hit rate by 50%.
You can usually avoid the random charges if you stand everybody in the dead zone - outside of the range of Attumen's cleave, but still within melee range. Make sure to keep Attumen facing away from the group, and only the tank should be taking damage. (This is a tricky thing to do, we were unable to keep him from charging our group, but it felt like he charged less when we did this.)
Keep up the DPS and there you go - congratulations, you've downed your first (probably) Karazhan boss.
DPS A very aggro sensitive fight so do anything you can to stay below the tank in the threat meters.
Healers Keep the tank alive. One healer should be enough for the tank offtanking Midnight (in phase 1).
Baron Rafe Dreuger Retribution Paladin Health: 68k
Note: This Boss must die before Opera event can be activated for progression.
Video of Moroes Kill
The pull should be executed by the main tanks, simply by running to the platform or by simply shooting Moroes and gathering up Moroes and his adds. Alternately a hunter can use Misdirection to pull to the main tank so that tank positioning can be setup prior to the pull.
As many adds as possible should be crowd controlled. This can be accomplished by use of priests' shackle, paladins' fear (turn undead) which should be considered a last resort becuase fearing an add out of the room resests the fight, and hunters' freezing traps. The remaining uncontrolled adds should be tanked and killed. If you have a Rogue and primarily ranged dps, the best way to deal with the adds is to have the rogue use crippling poison in the off hand and mind-numbing poison in the main hand. This will enable the ranged dps to nuke the add from the beginning of the fight and not have worry about healing a third tank. This kiting techinque is very mana efficient for the healers and enables you to down the adds quicker becuase you don't have to worry about aggro. If you have the either of the Priest, they should be killed first. In the event you have two you are lucky becuase they go down the fastest, just make sure you interrupt the greater heals from the holy priest and the mana burn from the shadow priest. If you have either of the warriors, they should be shackled and kept shackled, as they are extremely difficult to kill.
Two tanks will be on Moroes. One tank should be building aggro on both Moroes and the uncontrolled add(s). The adds need to be killed quickly, after which the raid can concentrate on Moroes. The off-tank should consistently remain second on the aggro list, because after a gouge Moroes will turn to the person with the second-highest aggro. When the offtank is blinded, it needs to be removed immediately by a Shaman, Paladin or Druid (it is a poison). If no one in the raid can remove poison, the main tank should turn his back to Moroes to avoid being gouged. If the off-tank is blinded and main tank is gouged, Moroes will run off into the healers or DPS.
Crowd control is extremely important during this fight. The incapacitated adds must not run free for long, as many of them can easily one shot cloth-wearers or heal Moroes. It is recommended shackle be applied every 5 seconds or so. If an add does break loose, a tank should taunt it; however he should not attack since the crowd control will ideally be reapplied soon. Note that the Paladin adds, and possibly the Priest adds as well, can cleanse Shackle from the other adds. Also be aware that the paladins can cast blessings on the Moroes and his entourage, so be ready to dispell or purge.
Priests: Currently the Shadowfiend will sometimes randomly target a CC'd mob even if Moroes is not vanishing. This will generally lead to complete havoc, so it is highly recommended that Shadowfiend is not used AT ALL during the fight unless there is no CC active.
Hunters/Warlocks: Keep track of your pet, make sure that it doesn't attempt to attack a shackled add when Moroes vanishes.
DPS Moroes steadily, and be sure to heal through the garrotes. Losing even one person on this fight can be devastating.
After Moroes dies, his adds will remain and will need to be killed.
Example: Moroes plus Shadowpriest, Holy Priest, Retribution Paladin & Mortal Strike Warrior
Pull as mentioned above. Putting MS Warrior on shackle, Retri-Paladin gets tanked by 2nd tank. First kill the Shadowpriest because she can cast mana burn (our WL got burned for full mana), while that, keep the holy priest busy, then focus her. Then DPS on Moroes. If you have a paladin along, have him fear the Retri-Paladin, so the 2nd tank is not too busy with tanking/taking damage from him. Stun of Paladin is purge/cleansable.
Useful tip: Dropping a Earthbind totem or positioning a mage between shackled mobd and there priest to frost nova if shackle breaks, which gives more time to reapply shackle and can save lives.
Alternate Strategy (Kiting):
1) There are two mages in the raid. (or a mage and another class that can kite)
2) You have two priests that are shackling two guards.
3) You have two tanks, both on Moroes.
Determine your kill order of Moroes' guards. Before the pull starts, have your mages start casting Pyroblast (Followed by Slow) or Frostbolt on the targets that are not being shackled.
This is to ensure the mages get aggro of the targets they are going to kite as soon as the pull happens.
Before the spell casts all the way, the MT pulls, timing it so the adds that aren't being shackled are being hit by the mages' spells as soon as the pull happens. Priests shackle their targets, then focus their healing on the MT/OT.
Both mages kite their targets while the rest of the raid DPS's them down.
Once the unshackled targets are DPS'd down, have one mage break the next shackle and kite that one as well. (Do not break shackle of a guard that can cleanse until last)
Repeat for the last guard.
There is no need to waste any mana healing against the guards, nobody should be taking damage (watch out while kiting the MS warrior, he whirlwinds, don't kite him through your healers).
If you do not have two mages capable of kiting, stick a rogue on the 2nd target using crippling poison or a warrior with hamstring while someone else (like a hunter or warlock) holds aggro and kites.
This strat can be altered a bit to suit the classes of your raid, for example, if you have three priests, shackle three guards and only kite one at a time. Just make sure you have enough kiting so tanks do not have to worry about the guards and can focus on Moroes.
Once done kiting/killing all four guards, focus on Moroes as noted in the above strategy.
/target Baroness Dorothea Millstipe
This will do the work and eases the fight a lot.
Shackle Focus Macro: The macro system in WoW 2.0 introduces a new element called focus which allows a player to save a target as its "focus" and, using macros, cast spells on the focus without losing your current target. Detailed examples from Useful Mage Macros use Polymorph, but can easily be extended to Shackle Undead. The macro is below:
Wizard of Oz
Frost attacks will cause a Rust debuff, which slows Tinhead 10% and stacks up to 8 times, permitting kiting.
Five applications of Sunder Armor will also cause the Rust debuff.
Frightened Scream: Instant. Lets out a scream, causing up to 3 nearby enemies to flee for 2 sec.
Summon Tito: Summons Tito. 35k HP. Ability: Annoying Yipping. Instant. Pacifies and silences an enemy, rendering it unable to attack or cast spells for 2 sec.
Untankable: Shoots her Water Bolt at a random raid member.
Brain Bash: Stunned.
Chain Lightning: 45 yd range, 2 sec cast, Strikes an enemy with a lightning bolt that arcs to another nearby enemy. The spell affects up to 5 targets, inflicting greater Nature damage to each successive target. 2775-3225 damage.
In one of our recent attempts...a person that had agro jumped over the balcony and it caused a reset even though there were still people alive up on the balcony. Luckily one of them was a priest and the priest was easily able to rez the jumper and everyone else on the audience side of the curtain. I dont know if that was a one-time fluke but its worth a shot especially if you have respawns.
Now, each add is not spawned (or "enabled") at the same time. Dorothee and Roar are attackable upon engagement, followed in 15 seconds by the Strawman, and 15-20 seconds later by Tinhead. Strawman is tanked in the Southwest corner. The off-tank should build aggro on Roar until Tinhead spawns, which will keep Roar coming back to him for the entire duration of the fight. The off-tank leaves Roar as soon as Tinhead engages and leaves Roar to be feared by the Warlock. If you have a hunter, you can have warlock fear Roar as soon possible to minimize damage and have the hunter misdirect to OT and distracting shot roar while he is feared.
A mage starts to cast frost spells at Tinhead when the tank has some aggro, and when 8 stacks have been reached the warrior stops producing aggro on Tinhead, leaving him to be kited around the room by the mage spamming Ice Lance.
When Dorothee and Tito are killed, DPS moves on to the Strawman and kills him. After that, the Warrior starts building threat on Roar again and tanks him in the Southwest corner. The Warlock also stops fearing Roar now and starts DPSing Tinhead, who is being kited around by the mage and by now should be at around 50%.
When all of these are killed there is a short break before The Crone spawns. The Crone is very easy; he is a tank and spank without a lot of HP, the only thing is the cyclone that goes around the room counter-clockwise that you have to watch out for. This means everyone has to keep moving almost constantly. This is not a problem for the healers, as two renews can keep the MT up.
Kill Dorothee, Kill Tito. Tito has very little health and damage but his death causes Dorothee to go into a nasty enrage: make sure she dies first!
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