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Returning from Kansas I was certainly tempted to tackle the Oz event instead of Romulo and Julianne but a promise is a promise and I told you all that I would take on the star crossed lovers next.
Based on Shakespeare’s classic tragedy Romulo and Julianne is a three phase two boss couples fight, similair to the Scarlet Monastery Armory’s, High Inquisitor Whitemane and Scarlet Commander Mograine.
For this fight you will kill one boss, then the other boss, and then both bosses together. To add to the complexity of the situation in the last phase you have to kill them within 10 seconds of each other otherwise they will respawn with full health and in all likelihood you will die.
Phase the first: Julianne
During this first phase you may want to have your off tank pick up Julianne and drag her to stage right. This is for the sake of repetition because in phase three the off tank will be on Julianne and he will, wait for it, have to pull her to the right. Read the rest of this entry »
Because I’ve been so busy lately this post lacks the usual explanation of the trash leading up to the boss. I’m Sorry. Never fear I intend to explain those pulls next week when I detail the Romulo and Julianne fight.
The Opera House is the last area of Karazhan that you will reach via the front door. The Opera House is unique in that the boss fight is a random selection from one of three fights, Romulo and Julianne, Wizard of Oz, and The Big Bad Wolf. Adding to the fun is the fact that you don’t know which fight you’ll be doing until it is too late to fully explain the strategy.
For the first installment of The Opera House sub series we’ll look at the simplest fight strategy wise, The Big Bad Wolf. Big Bad Wolf is a single Mob Tank and spank with one twist, periodically he will turn one member of the raid into Little Red Riding Hood. Reducing their armor to zero and making them as cute as a damn button. He will then chase that player around trying to hit them if he catches them he will kill them into two hits.
The Wolf only has three abilities two of which should have very little impact on the raid.
- Little Red Riding Hood: Cast on a random player other than top threat, this debuff turns the victim into Little Red Riding Hood, reduces your armor to zero, increases your run speed and makes you the sole object of the BBWs desire. In order to live you must run around the room right against the wall.
Do Not Cut Corners if your track is shorter the Wolf Catches up. In order to give yourself a snowballs chance in hell of getting a way it is important to position the boss and tank Upstage Left (bottom right corner) and everyone else Upstage Right (bottom left).
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Tuesday nights are my guilds “off” nights. As is the case with most Raiding Guilds the off nights become 10 man and heroic nights. On Tuesday nights after spending most of the evening hanging out with my wife and our pets I usually sign-on and try to run something for badges.
I was running Karazhan religiously because there were still a few gear upgrades available to me and I like it. Last night I strayed and healed for the regular Tuesday night ZA group who had lost their usual druid healer to WoW burnout.
I’ve been underwhelmed with ZA since it released for a three reasons-
- Loot Table- There aren’t any real gear upgrades for Resto Druids. At release there were a few decent upgrades but with the changes to mana regeneration in 2.4 I’m no longer stacking MP5 and the ZA gear is riddled with MP5 and Spell Haste neither of which are priorities of mine.
- Badges- Badge Count per Hour has aways been better in a Kara run. Before the announcement of 2.4 this wasn’t a priority for me as I’d already bought all the badge gear I wanted for Restoration and was buying gear for off-spec use. Now that 2.4 is here I find myself itching to pull in at least 20 badges per week. With only one night available Kara was an easy choice for this.
This is the, long time coming, second installment of my, hopefully one day, “Complete Guide to Karazhan”. To see the first installment you can click here. This second Boss in Kara is usually the group breaker. Groups should be built around this fight because the wrong mix here will make for a wasted trip.
After completing the Attumen the Huntsman and Midnight fight the raid should clear the last trash mobs in the stables to allow for quick in instance repairs, in case of wipes later on. Turning around and heading back towards the Main Entrance the raid turns and goes left up the staircase into towards The Grand Ballroom.
The Grand Ballroom:
This space is really more of an in between point than a destination, to the left is the next boss Moroes, and across the room to the right is the doorway to the rest of the instance. Trash:
Phantom Guest– Undead <non-elite> These mobs come in packs of up to 9 and have a variety of abilities, including physical damage, curse damage, fire damage and healing. These packs are easily AOEed down have your tanks generate as much aggro as possible, because of the healing abilities of some of these mobs it is important to keep them clumped together and burn them down as quick as possible. Read the rest of this entry »
This is the first installment of what will hopefully become a complete guide to Karazhan. I am fortunate that I have so many real life friends who play WoW with me. Recently my father and two cousins completed their attunement quests and are gearing up to get into their first ten mans ever. As the most experienced player in the family it falls to me to lead them so I’m writing this guide as part research and part observation I intent to make tweaks to the guide based on our own personal strategies and group dynamics, so that I don’t have to stay a quasi-scraper for too long.
The initial area in Karazhan contains four types of mobs, two bosses, although no one ever does one of them, and a handful of NPCs.
The first trash pulls in the instance are on a 25 minute timer. You need to kill Attumen & Midnight before the timer is up because as the mobs respawn they will run in and join the fray. So if you find yourself standing at the boss pull with 24 minutes passed you may as well go back and start again.
Spectral Charger– UNDEAD <Crowd Controllable> Chargers have a short range charge that does a fair amount of damage and causes a short term stun. The charge ability can be avioded by staying at max range and by having melee stay in tight. Chargers also do an AOE fear so make sure you are working in a clear area, often times pulling into the next room. Read the rest of this entry »