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Karazhan

Midnight and Attumen the Huntsman

Attumen the Huntsman and Midnight

Abilities



  • Shadow Cleave: Cleave attack for around 4000. Nobody other than the tank should be hit by this.

  • Intangible Presence: A curse that reduces chance to hit with melee attacks, ranged attacks and spells by 50%. This should be dispelled, especially if the tank has it.

  • Mount: When Either Attumen or Midnight is at 25%, the two will combine into a mounted. This begins the final phase. The combined form will take on the higher of the individual health pools. Attumen and Midnight must be in line of sight (LoS) to use this ability. If they are not in LoS, Attumen will despawn and the encounter will have to be reset.

  • Berserker Charge: After Attumen is mounted, he periodically does a charge on a chosen target, damaging and causing a knockdown effect. Avoid this by standing close to Attumen.


Strategy


Phase one of this fight is very short, and consists of the group bringing Midnight to 95%. Once this occurs, Attumen will come out to protect his steed and attack the group, beginning phase two. Once this happens, a second tank should pick up Attumen and separate the two to avoid cleaving other people. Warriors can disarm Attumen and spell reflect his curse to decrease his melee damage. DPS should continue to focus on Midnight. Anyone who can remove curses should be doing so. Once Midnight is down to 25%, phase three will begin. Threat resets at this point, so allow the main tank to build up a lead before DPS starts to go all out. Hunters can help with this by using Misdirect. In addition, all DPS should stack behind Attumen in order to avoid taking any charges. Attumen keeps all of his other abilities, so continue countering them with disarm, spell reflect, and decurse.
Moroes

Moroes, Steward of Karazhan

Abilities



  • 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). Can be removed with Stoneform, Blessing of Protection, Iceblock, etc. This can be beneficial for tanks in order to avoid Gouge and Blind, as healers should be able to deal with its relatively low damage output. The debuff is normally removed once Moroes is killed.

  • Blind: A poison-based disorient effect that lands on Moroes' closest non-tank target. This should be removed from anyone who gets it, especially tanks.

  • 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.


Other Notes


Moroes comes with four adds. There are six possible adds that can spawn with Moroes. They are:

  • Baroness Dorothea Millstipe (Shadow Priest) - She has Mind Flay, Mana Burn, and Shadow Word: Pain. Her Mana Burn is especially dangerous to healers, but she easily killed. She should be your first target.

  • Baron Rafe Dreuger (Retribution Paladin) - He will use Seal of Command and Hammer of Justice. Not a significant threat, he can be crowd controlled or simply off tanked and saved for vanishes.

  • Lady Catriona Von'Indi (Holy Priest) - She will both heal and dispel buffs on party members. As a clothy, she is another candidate for killing quickly.

  • Lady Keira Berrybuck (Holy Paladin) - She casts Blessing of Might, Divine Shield, Holy Light, and Cleanse.  Her cleanse will remove CC effects from other enemies and Blessing of Might will increase damage by others as well. These can be troublesome for the group, and it is often best to shackle her.

  • Lord Robin Daris (Arms Warrior) - Whirlwind and Mortal Strike are his main abilities. He should be shackled and left for the end of the fight if possible. Alternatively, he can be tanked and killed early.

  • Lord Crispin Ference (Protection Warrior) - Shield Wall, Shield Bash, and Disarm. The easiest of the adds to handle, he can be off tanked quite easily and killed during vanishes, or he can just be killed before you start to attack Moroes to get him out of the way.


Strategy


Depending on your add lineup, you will need to decide how to handle each enemy during the fight. Initially, both of your tanks will need to build threat on Moroes, since he will attack the second highest threat on his list during gouge and blind. Priests shackles are the most effective means of CC, while Hunters traps and Paladin's turn evil can also be used effectively. When fearing, be careful not to cast it close to the exit of the room, since the encounter will reset if any of the adds leave the room.

The first kill target is often left without a true tank since many of the clothies are quick to go down. Again, depending on group composition, anywhere from zero to three adds are controlled when the DPS starts on Moroes. Once Moroes vanishes, DPS can turn to any add that is being off tanked. Garrote targets should be identified, and the Debuff should be removed from healers using Blessing of Protection (BoP). Those who are able should use a self-removal ability (Iceblock, Stoneform, Divine Protection) to avoid the damage. Others can simply be healed through the DoT. Once Moroes dies, his adds will not despawn, but they can be forced to do so by running out of the room.
Maiden of Virtue

Maiden of Virtue

Abilities



  • Holy Fire: Consumes an enemy in flames for 3500 fire damage, burning it and inflicting additional 1750 fire damage every 2 seconds over 12 sec. Targets a random person not in melee range, counting pets. DoT portion should be dispelled immediately.

  • Holy Wrath: AoE chained holy damage, inflicting more damage for every target it hits. Spread out to avoid this

  • Repentance: Puts all players in a state of meditation, incapacitating them for up to 12 sec. Any damage caused will awaken the target. Also deals 1500-2000 holy damage. This affects all players.

  • Holy Ground: Waves of virtue emanate from the caster, infusing nearby ground with holy power, for 240-360 holy damage every 3 sec. 12 yards. Silences for 0.5 seconds every 1 second, preventing non-instant spellcasting.


Strategy


There are two major things that will end up killing people in this fight: Holy Fire and Repentance. Holy Fire can be absorbed by Shaman's Grounding Totem. If it is cast on a party member, the DoT portion of Holy Fire should be dispelled immediately. As a magic effect, it can be removed with Dispel Magic, Cleanse, Cloak of Shadows, etc.

Repentance can take ranged DPS and healers out of the fight for 12 seconds. Paladins who are healing should keep Blessing of Sacrifice on the tank or a melee DPS character to break themselves out of the Repentance. They can also use Divine Protection during the stun to get out of it. Other healers can either hop into the Holy Ground before Maiden casts Repentance, have the tank pull Maiden towards them to use the Holy Ground to break it, or load the tank up with HoT spells. If all else fails, potions, healthstones, and other cooldowns, will often save the day, and off-spec healers who are in melee range can run out of the Holy Fire to avoid the silence and cast a few emergency heals.

Before beginning the fight, give all melee DPS dampen magic to lower the damage taken from Holy Ground.  Ranged DPS and Healers should run around the outside of Maiden's room to claim spots around the edge of the ring. Once she is engaged, each Ranged DPS and Healer should move to stand alone between a pair of pillars in center of the room, on the outer edge of the black marble steps that lead to the area Maiden is standing on.  She should be tanked where she stands. This positioning will allow all healers and dispellers to maintain line of sight while keeping out of her Holy Ground. Melee DPS should position themselves as far away from each other as possible to avoid multiple jumps from Holy Wrath.

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