Attumen the Huntsman/Midnight

Attumen is the first boss in Karazhan, and is located in the blacksmith area near the entrance. It is a very simple and straight-forward fight. Attumen himself isn't visible but you'll find his steed, Midnight, in the next area. Make sure all the stables trash is cleared before starting this encounter, for failing to do so will aggro the rest of the room with the boss.

:: Who dares attack the steed of the Huntsman? ::

Engaging Midnight will cause Attumen to spawn shortly after. You will need a tank on each of them. They both do a fair amount of damage with their melee attacks. Attumen also uses a Shadow Cleaving attack, hitting multiple targets in melee range. Tank them apart, and concentrate your DPS upon Attumen.

After taking Attumen down to roughly 40%, he mounts Midnight. (It's possible that mounting could be a timed trigger, and not related to their health totals.) They become one target instead of two. Aggro is reset and their life totals combine. While mounted, Attumen also hits slightly harder and has a charge attack, hitting a random member in the raid for moderate damage. He can also Shadow Cleave while charging or returning to the tank after a charge, so it is important to spread out. Healers should spend extra heals on the melee DPS, while the melee DPS should watch their own health and step out of Shadow Cleave radius when they are in danger. It is a fairly simple fight, and he should go down with ease.

:: Other Notables ::

-Midnight is a passive mob. You can walk past him and clear the trash in the blacksmith area, before starting the fight.

-We've occasionally had Skeletal Steeds spawn and attack us mid-fight. Sometimes it happens and sometimes it doesn't. If this is indeed a part of the fight, be prepared to shackle them.

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Moroes

You can't start the opera event with moroes still alive.

Moroes, the steward, is the second boss encounter in Karazhan and can be found in the dining area of the tower. He is accompanied by four adds, which are randomly chosen out of six unique mobs. Moroes and each of his adds display characteristics similar to player characters. Their respective abilities mimic the abilities of certain classes and specs. Moroes is a Rogue, and his adds are Priests, Paladins and Warriors. Since the four adds are chosen at random, this encounter challenges the raid's ability to formulate a strategy based on which adds they get.

:: PvP'ed in a PvE instance ::

Moroes and his entourage resemble player characters, and are more-or-less handled like player characters in PvP. Consider that they are all undead. You can't polymorph or fear them. However, they can still be shackled, stunned, blinded, rooted, snared, etc...

-Lord Robin Daris is an Arms Warrior. He is the hardest hitting of the six adds, and he uses a Mortal Strike attack.
-Lord Crispin Ference is a Protection Warrior. He hits fairly hard, and uses Disarm. He has the most health and is the most difficult to kill.
-Lady Catriona Von'Indi is a Holy Priest. She heals her allies very often and must be interrupted.
-Baroness Dorothea Milstipe is a Shadow Priest. She deals heavy Shadow Damage and a Mana Burn that completely drains its target's mana, dealing half of the amount in damage.
-Lady Keira Berrybuck is a Holy Paladin. She heals and buffs her his allies. Interrupt her casts and dispel his buffs.
-Baron Rafe Dreuger is a Retribution Paladin. He does a fair amount of damage, and casts buffs that need to be dispelled.

Again, dealing with the adds is similar to dealing with PvP targets. Healers need to be prevented from healing, via crowd-control, spell-interruption, etc... DPS should be focused upon the easiest targets to kill. Crowd-control should be used to contain the biggest threats or the targets who are hardest to kill. Eliminate the healer(s) first (like in PvP, Shadow Priests and Ret Paladins don't heal). Any mob that is not crowd-controlled should be tanked or kited. Be mindful that this fight is a race against time. Utilize your shackles and don't kill anything that doesn't need to be killed, in order to shorten the fight.

:: Dealing With Moroes ::

Once you've taken down 2-3 adds, focus on Moroes while keeping the remaining add(s) crowd-controlled. Moroes boasts a handful of Rogue-like abilities:

Gouge: Moroes incapacitates the tank, rendering him unable to move. More importantly, it temporarily removes him from the aggro list, allowing Moroes to run rampant for a few seconds. The best solution to this is to have a capable off-tank to build secondary-aggro, and ensure that Moroes is still under control when the main-tank is gouged. Moroes is untauntable, so it is important for the secondary-tank to be building aggro throughout the fight.

Blind: Identical to a Rogue's Blind. It disorients a target for ten seconds, temporarily removing him from the aggro list. It has a 20 yard range, and the target is chosen randomly. The main tank may also be targetted by Blind. Luckily, Blind is a Poison and can be removed. Healers should stay out of range, especially the ones who can remove poison.

Vanish/Garrote: Every sixty seconds, Moroes vanishes for a few seconds, re-appears behind a random target, and applies a Garrote on him. The Garrote ticks for about 1000 damage every 3 seconds and lasts for five minutes. He will never Garrote a target who is already has the debuff. The garrote is what makes this encounter a race against time. Taking too long to handle the adds results in too many people taking damage from Garrote, and this will eventually exhaust the healers. The only solution to Garrote is to heal it off and kill him quickly. His Vanish has no effect on his aggro table, and he will most likely return to the main tank.

Enrage: Moroes enrages at 30%, resulting in a substantial increase in his DPS. Again, taking too many Garrotes will make this stage more difficult, since healers are forced to spend their time and mana keeping the raid healthy.

:: Other Notables ::

-If the MT is gouged or blinded, Moroes and any adds attacking the MT should begin attacking the OT (assuming your offtank has been grabbing secondary aggro).

-Garrote can be removed via Ice Block, Blessing of Protection, Divine Shield, Stoneform and ... Luffa.

-Shackles in this fight have a tendancy to break early and the aftermath of a loose add can be devastating. Shackles should be recasted as often as possible, while maintaining the other roles of a Priest. Countermeasures for a broken Shackle include Frost Nova, Turn Undead, Taunt and stuns.

-You still have to kill the any remaining adds after killing Moroes.

Maiden of Virtue

Maiden of Virtue is the third boss in Karazhan and can be found in the chambers area in Karazhan. She is similar to Ironaya (Uldaman) in appearance, and is often considered one of the easiest bosses in Karazhan

:: Maiden's Abilities ::

Maiden of Virtue's abilities include:

Holy Ground - A constant point-blank AoE that ticks for roughly 300 damage per second to anyone within melee range. This damage can easily be healed off.

Holy Fire - Deals about 2000 Holy damage, as well as a dispellable DoT component. This damage can easily be healed off.

Holy Wrath - Deals about 1000 Holy damage to the initial target, jumping to nearby targets, increasing in damage with each jump. Spread out in a circle around the room to minimize the effects of this spell.

Repentance - Maiden of virtue stuns the entire raid for ten seconds. It is dispellable, and any amount of damage breaks this effect. Since healers are vulnerable to this, keep the raid's health high at all times, to avoid getting bursted down while all of the healers are incapacitated. It is especially important to keep the tank's health high, and preferably keeping HoT's on him, in case of a Repentance.

:: Dealing With Repentance ::

The main challenge in this fight is surviving Repentance. When every healer is rendered unable to cast, the Maiden can potentially pick off anyone with low health, especially the tank. Fortunately, she doesn't deal a whole lot of damage, so it isn't much of a threat. Nonetheless, keep the entire raid above 4000 health to avoid a Repentance & Holy Fire combo from killing a teammate. Keep the raid healthy and burn her down.

Other than that, use the whole room to keep the raid spread out, minimizing the damage from Holy Wrath. Have a healer focused on healing melee DPS.

:: Other Notables ::

- A Druid in Tree of Life form or any Feral form is immune to Repentance. Felhunters can remove Repentance from healers, via Consume Magic. It's also possible to have a healer deliberately stand in melee range to take damage from Holy Ground, effectively breaking the effects of Repentance. This trivializes the repentance aspect of the encounter.

 

 

 

The Curator

The Curator is the fifth boss in Karazhan, and patrols the menagerie. This fight is more-or-less the first real challenge in Karazhan and is considered a 'DPS race' in more than one context. This encounter tests the raid's ability to output sustained DPS upon one target and their ability to take down new targets as quickly as possible.

:: Do Not Touch The Displays ::


Them fightin' words! The Curator paths down the hallway where he is engaged. The raid should already be spread out in the hallway, while the tank pulls The Curator. His abilities are:

-Hateful Bolt: The Curator fires a shot of Arcane damage to a seemingly random target, although it is arguable that it is threat-based. It does roughly 4000 damage. It is the healer's responsibility to keep the raid's health above 4000 health at all times, in order to avoid Hateful Bolts from picking off vulnerable players.

-Astral Flare: The Curator regularly spawns a Wisp-like entity, costing him a small fraction of his mana pool. The Astral Flare follows standard aggro mechanics and will generally attack the target with the most aggro built on it. However, instead of using physical attacks, the Astral Flare simply moves in its target's direction. Meanwhile, the flare pulses 700-800 Arcane damage per second to anyone standing within 10 yards of it. For this reason, the raid must be spread out to mitigate its effects, and all ranged DPS should focus on killing it as quickly as possible. It must be killed before another Astral Flare is spawned. It's also recommended to have an extra melee attacker roam around in the raid group, attempting to 'tank' the flare, allowing more control and damage. This fight is won and lost with the raid's ability to efficiently handle Astral Flares.

-Evocation: Summoning Astral Flares and casting Hateful Bolts consumes The Curator's mana. When the Curator's mana pool is exhausted, he begins to evocate. While evocating, he is unable to cast Hateful Bolts or summon Astral Flares. During this phase, he also takes 250% of normal damage. This phase only lasts twenty seconds, so make the most of it. Also, keep in mind that Evocation will always follow directly after summoning a flare. Take the flare down first before focusing DPS on the Curator.

-10% Enrage: At 10% health, the Curator will no longer summon Astral Flares and he will no longer evocate. Instead, his DPS increases dramatically and the cooldown on his Hateful Bolt is removed. Finish off any flares that are still up, and take him down.

:: Reacting to Astral Flares and Evocation ::

For most of the fight, Astral Flares are the main priority. Again, the goal is to kill it before another one spawns. Avoid using assist functions, as they will only slow you down. Players should be self-sufficient in targetting and unloading on each wisp. Also, while it seems logical to save damage-enhancing cooldowns for evocation phases, it may be better to use them when the raid is falling behind on Astral Flares, especially if the raid is new to the fight. Optimally, there should be no more than two flares at once, but if this was to occur, a well-timed Bloodlust or Combustion can get the raid caught up.

Healing should be divided up between spot-healing and tank-healing. There should be at least one designated healer for healing damage from Flares and Hateful Bolts, and at least one designated healer for healing the main tank. Other healers may also be assigned to one of these roles or they can 'float' and actively change roles when it is needed.

:: Other Notables ::

-In addition to the Arcane Damage, the Astral Flares interrupt spell cast, making it even harder for casters to DPS them down. Power Word: Shield, Earth Shield and even Arcane Protection Potions help remedy the problem.

Terestian Illhoof

Terestian Illhoof is the sixth boss in Karazhan. He is a Satyr mob with an Elite Imp pet, and can be reached via a hidden passage in the library area.

:: Imping Aint Easy ::

Illhoof is an unusually easy boss, and is most likely improperly tuned. Nonetheless, he still requires a bit of coordination to defeat. Here are his abilities:

-Imp Minion: Terestian Illhoof is accompanied by an imp pet. The imp does light damage, and can be tanked along with Illhoof by the Main Tank. The MT should apply enough aggro to the imp, in order to prevent it from attacking the healers.

-Lesser Imps: Several non-elite Imps are gradually summoned throughout the battle. They deal 200-300 damage per Firebolt, and have roughly 2000 health. They follow standard aggro rules, and will most likely attack the healers first. Since the damage done to the main tank is very light, most of the healing will be focused on healing damage done by the lesser imps. When they start to stack up, the raid should take a moment to wipe them out with AoE spells, before they overwhelm the raid.

-Amplify Flames: Terestian Illhoof afflicts a random target with a debuff, increasing Fire damage taken by 500. This dramatically increases damage done by the imps. Healers should be aware of this, and adjust accordingly.

-Dark Chains: Terestian Illhoof will periodically choose a player at random, teleport him to the center of the room, summoning Dark Chains that render him unable to act. Under the effects of the Dark Chains, the victim takes 1000 damage per second, and Terestian is healed. When this occurs, the raid must focus all DPS on the Dark Chains. Destroying the chains frees the player, and the battle resumes.

:: Other Notables ::

-To find Illhoof, get to the third floor, past the room with the Undead and Arcane Elementals. Move your cursor along the bookshelves, and you will find a "Suspicious Bookshelf". Your mouse curser should turn into a gear when you mouse over it. Clicking this bookshelf, opens up the passage to Terestian Illhoof.

-Killing Illhoof's Imp Minion is unnecessary but by doing so, Illhoof will receive a debuff named Broken Pact that increases his damage taken by 250% (unconfirmed). If your raid cannot kill Illhoof by ignoring his minion, consider killing the minion first.

-Illhoof can instantly resummon the pet.

-A shaman's fire elemental can easily draw aggro on all the lesser imps. The fire elemental is immune to the imp's fireball.

 

Netherspite

Netherspite is the eighth boss in Karazhan. It is a two-phase fight, alternating from one phase to the other. The phase changes are timed and predictable.

:: Nether Portals ::

The first phase begins as the tank pulls Netherspite to the center of the room. The raid is afflicted by an aura, decreasing armor by 100 and dealing 1200 Shadow Damage every five seconds. Three portals appear at predetermined locations: a green portal to the left of the entrance, a red portal to the right, and a blue portal across the room. Ten seconds after phase one begins, a beam eminates from each respective portal, pointing at Netherspite.

When a beam hits Netherspite, his damage dealt is increased by 200%. In addition, each beam has a specific effect when it hits Netherspite and a specific effect when it hits a player. The effects stack cumulatively with every second spent in the beam, and last for eight seconds after losing the beam. Here are the effects of each beam on Netherspite and players:

On Netherspite:

Red - Each stack of the beam reduces damage taken by Netherspite by 1%.

Green - Each stack of the beam heals Netherspite for 4000 health per second, stacking cumulatively until the buff fades.

Blue - Each stack of the beam increases damage done by Netherspite by 1%

On Players:

Red - Players under the effect of the red beam has their maximum health increased by 30,000 and are instantaneously moved to the top of Netherspite's aggro list. It also completely heals the player with each tick. Each stack of the beam reduces damage taken by 1% and increases Defense Skill by 5, but reduces their maximum health by 1000.

Green - Players under the effect of the green beam has their health and mana restored for as long as they are under the effects of the beam. Each stack increases healing potency by 5% and reduces rage/energy/mana costs by 1%, reduces threat generated by 1%, but reduces their maximum mana by 200 per stack.

Blue - Each stack increases spell damage done by 5%, reduces threat generated by 1%, but increases damage taken by 5%.

As you may have noticed, the effects that each beam has on Netherspite are very detrimental to the raid. It is very important that the raid does not allow any of the beams to come into contact with Netherspite. You may also have noticed that the beams' effects on players are beneficial, but can become dangerous if too many stacks build up. To further complicate things, if a player loses the effect of a beam, he cannot take the same beam for 90 seconds.

During the first ten seconds of this phase, the tank does not have the luxury of the red beam's effects. However, since healing is very light in this fight, healers should take advantage by spamming heals on the tank. Once the portals are active, healing the tank is unnecessary since the effects of the red beam heals the tank for you. At this point, healing should be focused on healing off the damage done by the Shadow Aura, with extra attention on the player absorbing the blue beam.

Phase One lasts for a total of sixty seconds: ten seconds of preparation time in which the portals are not active, followed by fifty seconds of which the beams take effect.

:: Ethereal Form ::

Once phase one has ended, the portals disappear but the shadow damage aura persists. Netherspite enters an ethereal form, and phase two begins. In this phase, Netherspite does not have an aggro list and does not deal physical damage. Instead, he casts Netherbreath at random targets, dealing roughly 4000 Arcane damage to its target and anyone close to him and knocking them back by about 30 yards.

Since the Netherbreath is an AoE, the raid should spread out in a semi-circle around Netherspite while continuing to DPS. Everyone should maintain at least 10-15 yards from their teammates. Healers should focus on keeping the entire raid above 5000 health, in order to avoid one-shots from Netherbreath.

Phase two ends after about thirty seconds, and the fight reverts back to phase one. However, the colors of each portal are randomly changed. Aggro is reset, and as the main tank pulls Netherspite back into place, the raid has ten seconds to position themselves before the beams come out. DPS should be careful not to attack Netherspite during the transition, until the tank has secured aggro The process repeats itself with 60 seconds of phase one alternating with 30 seconds of phase two.

:: Harnessing the Colored Beams ::

As mentioned before, the beams have beneficial effects on players, but become increasingly dangerous as they remain in the beam. Since leaving the beam renders you unable to take the same beam for 90 seconds, the raid needs to have a set plan and a predetermined order when it comes to who holds each beam during which phase, and for how long.

Red - Since the holder of the red beam will be tanking, it's best to have players with the most armor take this beam. Warriors, Paladins, and Dire Bear Form Druids are worthy choices. Hunters and Shamans work as well. Also, because the stacking debuff reduces the tank's health, it's best to split each phase between TWO tanks, in which one tank takes the first ~25 stacks, and the second tank takes the rest. Divide the tanking rotation between three or four players.

Three tank rotation, using a Warrior, Druid and Paladin:

First Portal Phase - Warrior until ~25 stacks, Druid until phase ends
Second Portal Phase - Paladin until ~25 stacks, Warrior until phase ends
Third Portal Phase - Druid until ~25 stacks, Paladin until phase ends
Repeat

Four tank rotation, using two Warriors, a Druid and a Shaman/Paladin:

First Portal Phase - Warrior A until ~25 stacks, Druid until phase ends
Second Portal Phase - Warrior B until ~25 stacks, Shaman/Paladin until phase ends
Repeat

Green - The green beam serves two purposes. It is a great way to increase melee DPS and it also restores mana. Since the green beam has no negative effect on classes with no mana bar, it's possible for a Rogue or Warrior to take the green portal for an entire phase. Casters start the fight with full mana, so it is best to have the Rogue/Warrior to start the fight with the green beam. On the second portal phase, when mana pools have taken a hit, the green beam should be divided between the healers. Establish a rotation between the healers, so that each healer spends equal time in the green beam. This ensures that every healer has a chance to replenish themselves, without drastically reducing their maximum mana.

First Portal Phase - Rogue or DPS Warrior from start to finish
Second Portal Phase - Healer A until 15-20 stacks, Healer B until 15-20 stacks, Healer C until phase ends.
Repeat

Blue - The blue beam can be more harmful than it is helpful. Optimally, it should be split evenly by at least three players who are not tasked with absorbing any other beam during that particular phase. However, affliction Warlocks are able to absorb the full fifty seconds by themselves. Since the effect of the blue beam increases their damage done as well as damage taken, their Drain Life spell is augmented and counteracts the extra damage that they will be taking. Having an affliction Warlock (or two) can make this fight far less difficult.

First Portal Phase - Warlock from start to finish
Second Portal Phase - Rogue until 15-20 stacks, Mage until 15-20 stacks, Warrior until phase ends
Repeat

:: Other Notables ::

-Players taking a beam should remain relatively close to Netherspite, staying in range of Prayer of Healing. Unlike most dragons, Netherspite does not cleave, so there is no danger in standing close together. There is no benefit to standing at max range.

-Transferring a beam from one player to another makes for some miscommication problems. The best way to do it is to have the next player to take the beam to stand IN FRONt of the player who is currently taking the beam. When the transition is ready to be made, the player currently taking the beam should move left or right to get out of the beam, allowing the smooth transfer to the player in front of him. The player holding the beam is concious as to how many stacks he has and how many more he can take, and should decide when to make the transfer.

-Greater Arcane Protection Potions are relatively inexpensive. Pre-potting lessens the chance of getting two shotted by two consecutive Netherbreaths in the second phase. They can be quite helpful in learning this encounter.

 

 

Opera House

The Opera event in Karazhan is an encounter in which one of three possible boss fights are chosen randomly for each instance reset. Each of the three fights are unique, and there is no way to determine which of the three fights you'll get until after the event has started. The three events are "The Wizard of Oz", "Little Red Riding Hood", and "Romeo and Juliet". Also note that the loot tables for each encounter are different from each other.

The Wizard of Oz
The Wizard of Oz encounter is one centered around your ability to crowd control. Dorothee is accompanied by three adds, Strawman, Tinhead and Roar, each of which have a weakness that must be exploited to prevent them from damaging you. The order that they should be killed is based on the ease of which they are crowd controlled. Since Dorothee cannot easily be contained, she should be killed first. Roar should be killed second, followed by Tinhead and finally Strawman. Once all four are dead, a fifth boss named "The Crone" spawns. Killing her concludes the encounter. Here are the details of each mob:

The Little Red Riding Hood
The Big Bad Wolf encounter tests your ability to kite. He hits fairly hard and has an AoE fear effect. Shamans should keep Tremor Totems down. Every 45 seconds or so, he chooses a target at random, and turns him into "The Little Red Riding Hood". The debuff reduces your armor to zero, and disables all abilities but increases your movement speed by 50%. He will then chase and attack this person. Whoever has the Riding Hood debuff must use the speed increase to keep away from the Big Bad Wolf. All other members in the raid continue DPSing, the tank continues to generate threat, and healers should protect the kiter. Power Word: Shield and Prayer of Mending work well. After about 15 seconds of kiting, the debuffed player reverts back to normal, the boss goes back to the tank, and the fight resumes until he chooses the next target.

The tank should secure aggro and bring him deep into a corner of the rectangular room. The ranged DPS and healers should position themselves in an adjacent corner. This ensures that the Riding Hood, no matter who the target, is in good position to kite the boss in a circle around the room, with minimal danger of getting hit. Aggro is often flaky in this fight, since the tank has difficulty generating threat during the kiting stages. The fight is very short as TBBW has very little health.

Romeo and Juliet
Fight starts with Julianne in the middle of the stage. Tank her and move her just a little to the side, and keep detect magic on her. She occasionally puts a buff on herself that increases holy damage by 50% and increase casting speed by 50%. Dispel or steal this immediately as a few chain casts could kill someone. She casts a single target stun that lasts like 5seconds thats negligible, and a single target holy bolt, which hits for a couple thousand with a dot component; this can be healed off easily if she isnt buffed. She also casts "Eternal Affection" which significantly heals herself. All spells are interuptable, so make sure you interrupt this one. After she "dies", Romulo comes out. Romulo spawns also in the middle of the stage. He also has a buff that increases his damage and attack speed by 50% that must be dispelled immediately. He has a backwards stab that hits a melee target behind him for about 3500, and a frontward cleave which is worse. He has a stacking poison debuff that reduces all stats by 10%, which can be depoisoned. After he "dies," both Romulo and Julianne resurrect and fight together, doing the same stuff they were doing before. Just make sure their buffs get dispelled,and Julianne's heal get's interrupted.

THEY MUST DIE AT THE SAME TIME OR THEYLL KEEP RESSING EACH OTHER (Don't think that was part of the play, it was a big kick in the nuts the first time, but that's the best part of new content, amirite?)

Also note that if you wipe you have the same event on your next attempt.

 

Shade of Aran

Strategy and Layout for the Shade of Aran fight in Karazhan.

Group Composition:

Key Notes:

Abilities

Tasks

Dealing with Abilities

 

Prince Malchezaar

 

Prince Malchezaar is the tenth boss in Karazhan. He resides atop the highest tower in Karazhan which can be reached by going through the Gamesman's Hall. This three-phase encounter requires the raid to be very mobile and able to adapt to constantly changing conditions.

:: Abilities ::

Malchezaar is found wandering atop Karazhan tower and is fought on a large, oval-shaped battlefield. He has a very wide aggro-radius. Have the tank run in first and tank him to the balcony on the opposite side. It is, however, unlikely that he will be tanking here for the rest of the fight. Here are Malchezaar's abilities:

-Shadow Word Pain: Prince Malchezaar casts Shadow Word Pain on the tank, ticking each second for over 1400 damage. It is easily dispellable and poses very little threat.

-Enfeeble: Five players are chosen randomly (not including the tank) and are afflicted with a debuff, reduce to 1 health for eight seconds. They are also rendered immune to healing effects during this time. When Enfeeble wears off, the player is restored to full health. Anyone enfeebled should move to a safe spot at least 40 yards away from Malchezaar, in order to avoid...

-Shadow Nova: Approximately five seconds after casting Enfeeble, Malchezaar will cast Shadow Nova, dealing about 3000 Shadow Damage to anyone within 40 yards of him. Needless to say, anyone afflicted with Enfeeble will be instantly killed. Shadow Nova also causes a knockback, so it's important that the tank has his back to the wall.

-Summon Infernal: Every 45 seconds, an Infernal is summoned, falling from the sky and landing upon one of nine possible landing points. The Infernal is NOT an mob, and therefore is completely untargettable. Shortly after landing, it pulses a constant Hellfire that ticks for over 1000 damage per second, with about a 15-yard radius. Not only does the Infernal force the raid to move out of its way, it also blocks off a chunk of the battlefield, thus limiting the raid's options of where they can safely run when Enfeebled. Each Infernal lasts for three minutes. Since this occurs every 45 seconds, only four Infernals will be present at any given time. Take note as to what order each Infernal has landed, in order to determine which Infernal will be next to despawn.

:: A Call to Arms ::

At 60%, Prince Malchezaar summons two axes and wields them, causing his physical damage to increase. During this phase, he no longer casts Shadow Word: Pain. However, his attacks now Cleave and he applies a stacking Sunder Armor on the main-tank. At this point, it is likely that there are 3-4 Infernals on the battlefield, so the real battle begins. Healers should have a near-full mana pool to start this phase. Since Malchezaar continues to stack Sunder Armor, it's important to DPS Malchezaar down as quickly as possible. This is Malchezaar's most dangerous phase and is a good time to use damage-related cooldowns.

At 30%, Prince Malchezaar throws his axes in the air, and goes back to using his fists. In this phase, he no longer uses Enfeeble. His melee damage output is reduced back to how it was in the first phase and he starts to cast Shadow Word: Pain again. However, his axes have a mind of their own, and start randomly attacking members of the raid. They are not targettable and therefore not tankable, so the only solution is to heal off any damage caused by the axes. Keep in mind that he still casts Infernals and Shadow Nova. Healers should focus on keeping the raid above 3000-4000 health, in order to avoid Shadow Nova from killing them. Allocate one healer to heal the raid from Shadow Nova and axe damage, while the others can focus on the main tank.

At the ten-minute mark, the cooldown for a summoned Infernal is reduced, allowing more than four Infernals on the battlefield at once. This is most certainly a wipe. Malchezaar must be killed before he enrages.

:: Dealing with the Infernals ::

With four Infernals crowding the battlefield, navigating with Enfeeble can be a challenge. The best approach is to find a safe, linear path, in which there is a straight line of at least 40-50 yards from where Malchezaar is being tanked. When Malchezaar casts Enfeeble, anyone afflicted should run along this line, like a tight-rope, safely getting out of Shadow Nova range, while avoiding Infernals. While there may be multiple safe paths, it's important for the entire raid to adhere to using the same path, chosen by the raid leader. Keep in mind that a new Infernal may drop at a bad location, forcing the tank and the rest of the raid to safely relocate to a safe spot, finding a new tight-rope to run across when Enfeebled. Getting to this new location may possibly require the Main Tank to run through a Hellfire to get there. If this occurs, the healers simply have to heal through it. Remember to keep track of what order the Infernals landed, in order to determine which is next to despawn.

:: Other Notables ::

-Resist all urges to run back into the building during a wipe. Attempting to pull Malchezaar out of the balcony area will render him unaggroable, and thus, unkillable. If you've somehow managed to do this, it is repairable via soft-reset. Good luck on re-clearing trash.

-It's possible for ranged DPS and healers to stand out of Shadow Nova range.

-It is often argued that Druids are just as good at tanking this fight, if not better, than Warriors.