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 Soko's Play-by-Play of Kara *Videos*

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Soko



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Join date: 2008-06-10

PostSubject: Soko's Play-by-Play of Kara *Videos*   Thu Jun 12, 2008 8:17 pm

Boss: Attunemen The Huntsmen
Nickname: Attunemen
Pulls up to Attunemen: There is one tricky pull heading up to attunemen, a five pull. The standard procedure is to shackle one, then have both the MT and OT tank two targets.
Boss Fight: At first, you just see Attunemen's horse, named Midnight. The fight starts off with Midnight, everyone on him. At 95%, Midnight spawns Attunemen. The tanks split up Attunemen and Midnight. The dps focus fire on Midnight. Once Midnight gets down to 25%, they come together, and their health is what Attunemen's is at. Alternately, you could kill Attunemen down to 25%, then they would come together with Midnight's health.

When they form together, everyone must stack right on the horse's behind. If you do not, he does a charge, which can make this fight difficult. He will periodically do an AoE curse, which causes hit chance and spell hit chance to reduce by 50%. It is important that anyone that can remove curses do so on the tanks at once, so the tanks can continue to generate threat. Other than the charge (which will not occur if everyone is close by him) and the curse, it is a tank and spank.

Boss: Moroes
Nickname: None
Pulls up to Moroes: The pulls alternate between single elite pulls, and pulls of 6-8 non elite AoE pulls. At this point, it is important the healers focus on the AoE dps (mage, lock, etc.).
Boss Fight: Moroes is accompanied by 4 adds. There are 6 total different adds, and only 4 of them randomly show up. The choices are an Spriest, Holy priest, Holy paladin, Ret paladin, Arms Warrior, and Prot Warrior. The common strategy is to Burn down the Shadow priest first (if there), and interrupt any mana burns she does. Usually the arms warrior is shackled, or if the arms warrior isn' there, the ret paladin. If both are present (arms and ret), then the Warrior is shackled, and the ret paladin is tanked by the Off Tank. The rest don't hit hard (I hasve tanked them as a clothie before), so can be burned down. Once 3/4 adds are down, the last one is left shackled for the rest of the fight, and the dps turns on Moroes.

Moroes is usually picked up by the Main Tank and brought to one side of the room. HE has different abilites. The first one is he disappears for diffrent amount of times (3-8 seconds) and when he appears, he gives a debuff to any random member of the party called garrote. Mages can Ice Block out of it, or Paladins can bubble out of it, otherwise the member must be healed. It is a bleed effect, dealing 1000 damage every 3 seconds, and it lasts for 5 minutes. Moroes also does a Blind ability, targeting the closest person that is not his current target, making them wander around for 10 seconds. Other than that, a tank and spank.

Boss: Maiden of Virtue
Nickname: Maiden
Pulls up to Maiden: There are gaurds that summon two dog adds as well as a few more AoE pulls. The dog adds are nothing, can be tanked by anyone, and best burned down. There are also a few different mobs that do some abilites (removing al dots on them, dealing everyone 3,000 damage if not killed quick enough), but are inconsequential and easily dealth with.
Boss Fight: Maiden is like a Ret paladin. She casts consecrate, in which the melee users take damage. To make it easier on the healers, all melee should use healthstones, bandage, or use potions to gain health. Maiden also does a holy fire ability that will cause somewhere around 3000 damage instantly, and a lot of damage over time (dot). This must be dispelled, and usually a priest or druid or paladin is put on dispell duty. The ranged dps and healers must stand outside of the consecrate area, to avoid taking extra damage.

Every 30 seconds, maiden does a repentance ability, which causes everyone to become stunned for around 5 seconds. This effect is dispelled as soon as they take damage. This means all melee dps and tanks will right away be up to fight again, because of the consecrate ability of maiden. Yet the healers are still stunned. Some ways around this are as follows: Paladin healers put blessing of sacrafice on the tank, which causes the paladin to tank damage when the tank does, thus breaking the stun. Druid use Hots (healing over times) to sustain the tank through the stun until the stun is done.

If neither of these options are available, then the tank must bring maiden back right before the stun so the healers ar ein the consecrate ability. Yet this is risky due to the fact that healers and possibly ranged dps sustain more damage, putting more strain on the healers.

Boss: Opera
Nickname: None
Pulls up to Opera: There are gaurds in pairs that are tricky. At random points in the fight, they will ice tomb the top person on the aggro meter and immediately proceed to attack the second one. It is important the tanks are number 1 and 2 on the aggro chart. One is usually shackled, so it is pretty easy to stay under the tanks.

Another few pulls are stage crew of sorts. They have a spotlight ability, which increases the damage done by them. The tanks must pull them out of the spotlight. this gives the opportunity for our dps to jump in the spotlight, giving increased damage done. Upon killing these, they explode and deal 3000 damage to anyone near.
Boss Fight:There are 3 different events that can happen in Opera.
The first is Big Bad Wolf. The wolf has an aggro table, excpet everyone so often he will transform someone into little red riding hood. The person that is transformed immediately becomes the target of big bad wolf. Little red riding hood must run around the otside of the stage in a counterclockwise direction, making sure not to cut corners, otherwise it means death. He also does an AoE fear. Otherwise spank and tank.
The next one is Romulo and Julienne. First Julienne comes out and is a spank and tank in one corner. She does a healing spell called Eternal Affection, which heals herself. Anyone able to interrupt must be ready for this. Otherwise a tank and spank fight. After Julienne dies, Romulo comes out and must be tanked in the opposite corner. He does a poison ability which must be depoisoned, as it reduces all stats by 10%, stacking up to 8 times. After Romulo is killed, both come back. The tanks must be ready for this and must be in the corner where each died, because they drop all aggro tables. Julienne must be taken down first, and she is dropped to 15% health. DPS (except for one rogue, who stays on her to interrupt heals only, not dps) switch to Romulo, and kill him. Then the dps switched back to Julienne and finishes her off. Each must die within 10 seconds of each others, otherwise they will ressurect one another, back to full health.
The last possible scenario of Opera is The Wizard of Oz. Dorothee, Roar, Strawman, and Tinhead are the four adds. Dorothee is killed first, all dps on her. She has no aggro table, so cannot be tanked. After she is killed, Roar is the next to die. Roar has a fear, so it is best that a tank is on roar right away, giving the tank time to build up aggro in between the fears. Strawman is usually third to die. Any major fire users in the group (mages, warlocks, etc.) are usually put on strawman from the beginning. Then Tinman (who also has a tank on him from the beginning) is killed last. After all four die, The Crone is spawned. The main tank must be ready to pick her up. She does whirlwinds, which does damage and knock players up in the air so they take fall damage. The crone does not have a lot of HP< so can be burned down quick.

Boss: Nightbane
Nicknames: NB, Bane, Dragon
Pulls to boss fight: One pull, single pull, very easy, unlike the boss.
Boss Fight: This is the singular most difficult boss in kara. This boss is usually skipped and attempted at the end of the raid. Nightbane is a giant bone dragon. Nightbane requires an urn to summon him, which is recieved from a quest line started right outside of Kara. Nightbane has 1.1 million hp, so this fight is more about survival, helping the healers keeping their mana, than it is about dpsing him. Nightbane comes from the sky, and as soon as he lands, he does a cleave, which will kill anyone but the tanks. It is advised for everyone but the MT to stand in a group away from where he lands. Once NB lands, misdirects from hunters are needed to help the tank get aggro, and the fight is on. NB should be tanked with his head facing out away from kara, and his back end towards the walls. Every so often, nightbane will do an AoE fear. The first one or two, depending on the number of priests in your party, should be counteracted by a fear ward on the tank. The others should be counteracted by abilities, trinkets, etc. because nightbane can get ugly if out of position.

If melee dps are too far forward, they will get cleaved and die. If they are too far back, they will get tail swiped, shot sideways, and take 500 damage every 1-2 seconds, thus wasting the healers mana and taking their focus off the tank.

NB also does an ability called charred earth. This will blacken the ground below one party member. This does 2200 damage per tick to anyone standing in it, and should thus be avoided at all costs. Ranged dps and healers have a strategy of squeezing against the wall on one side, and if one is targeted, it will appear under all, and the group runs to the other side, squeezing against that wall. Melee, because they don't have the option of going back and forth like that, should move from one side of nightbane to the other.

Each 25% (at 75%, 50%, and 25%) nightbane will go in the air. At this point, everyone must stakc on the tank. he does an AoE rain of bones on the party, making around 6 undead skeletons appear. At about 7 seconds before nightbane lands again (deadly boss mods can help with this) all member sof the party must stop spellcasting. At this point, NB will fly down, and cleave the person who generates the most threat. Once NB lands, the tank picks him up again, puts him in position, and the healers and dps finish off the rest of the skeletons.

This is a long fight, so anything you can do to stay alive (health pots, health stones, etc.) should be used to help the healers.




More to come later.


Last edited by Soko on Sat Jun 21, 2008 12:06 pm; edited 1 time in total
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Age: 24
Location: Colorado Springs

PostSubject: Re: Soko's Play-by-Play of Kara *Videos*   Fri Jun 13, 2008 10:36 am

Wow this is an excellent explanation of the first half of Kara, thanks soko. I thought I would also include links to boss fight videos as well, it helps to be able to see the fights in action.

Attumen - http://www.youtube.com/results?search_query=attumen&search_type=&aq=f


Moroes - http://www.youtube.com/results?search_query=moroes&search_type=&aq=f


Maiden - http://www.youtube.com/results?search_query=karazhan+maiden&search_type=&aq=f


Opera :

Big Bad Wolf - http://www.youtube.com/results?search_query=karazhan+Big+Bad+Wolf&search_type=&aq=f


Romulo and Julianne - http://www.youtube.com/results?search_query=karazhan+romulo+and+julianne


Wizard of Oz - http://www.youtube.com/results?search_query=karazhan+wizard+of+oz&search_type=&aq=2&oq=karazhan+w


Nightbane ( Very Difficult ) - http://www.youtube.com/results?search_query=karazhan+nightbane&search_type=&aq=f

Curator -
http://www.youtube.com/results?search_query=karazhan+curator&search_type=&aq=f

Ilhoof - http://www.youtube.com/results?search_query=karazhan+ilhoof&search_type=&aq=f


Shade of Aran - http://www.youtube.com/results?search_query=karazhan+shade+of+aran&search_type=&aq=f


Netherspite ( Difficult ) - http://www.youtube.com/results?search_query=karazhan+netherspite&search_type=&aq=f


Prince - http://www.youtube.com/results?search_query=karazhan+prince&search_type=&aq=-1&oq=karazhan+princ

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Soko's Play-by-Play of Kara *Videos*

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