Showing posts with label Karazhan. Show all posts
Showing posts with label Karazhan. Show all posts

Monday, February 11, 2008

The Karazhan Guide Part 10 - Netherspite

Of all the bosses and events in Karazhan, Netherspite is the one I love the least. We usually do him last in the night and then only if people can be bothered. The fight is easy, in theory, if your raid co-ordinates. If it doesn't or if something goes wrong, then it's pretty much doomed.

There's a detailed description of it here which I'm not going to repeat. Instead I'm going to focus on the things you'll need to know as a Tanking Paladin. Tip one: don't bother with Blessing of Salvation on this fight. He'll only ever aggro on the person who takes the Red Beam.

Portal Phase

This phase lasts for one minute.

As either MT or OT, I'm assuming you'll be on the Red Beam during this phase. The Red Beam is the tanking beam, and the following rules apply to it:

Red Beam

* Perseverance (red) - Tank beam:
o Lasts for 20 sec after leaving the beam.
o Hits Netherspite:
+ Damage taken reduced by 1% per tick.
o Hits Player:
+ Netherspite will aggro you.
If no one is standing in the Red Beam, Netherspite uses his standard aggro table.
+ Damage taken is reduced by 1% per tick.
+ Defense is increased by 5 per tick.
+ Health is modified - the first application gives +31,000 maximum health, with additional stacks reducing maximum health by 1000 per stack.
+ Replenishes full health every tick.

(Quoted directly from WoWWiki.)

Now ideally you don't want to take more than 31 stacks of the debuff, so you'll have to get used to dancing in and out of the beam. The best thing to do is to strafe in and out of the beam (using your Q and E keys), returning into the beam when you need healing. In this way, you should be able to avoid getting too many stacks and ultimately dying to the splash damage doing the rounds. Don't stay out too long, or you'll pick up the Nether Exhaustion debuff and you'll be unable to enter the Red Beam for 90 secondss.

The only real complication to this is, because you're using the Red Beam for healing, you won't be getting much mana back via Spiritual Attunement. However, since you don't need to generate much aggro (you have aggro as long as you have the beam), I'd reccomend just using Holy Shield and maybe Seal of Wisdom in this phase to keep your mana up.

The only other thing to keep an eye out is the Void Zones. Like the first boss of Arcatraz or the first boss of shattered Halls, he'll peridoically spawn big black holes on the floor that do shadow damage to everyone standing on them.

Banish Phase

This phase lasts 30 seconds.

Spread out to avoid the Nether Breath cone and get your DPS to open up as much as possible on him. Make sure the next Red Beam Tank is ready with some burst threat to get his attention before the portals appear.

After a Banish Phase, he goes back to the Portal phase and resets aggro. He'll alternate between these two phases. As long as you can keep the raid alive and do enough DPS to kill him in nine minutes, you can get your loot.

Wednesday, February 06, 2008

The Karazhan Guide pt 9 - Nightbane

Nightbane is a boss that is summonable and therefore optional. In order to be able to summon him, you need to have completed the Medivh's Journal questchain, so chances are you won't be fighting him unless you have a few Kara veterans in your group.

That said, I do reccomend training on him as soon as he becomes an option to your group, since he drops two incredibly nice tanking pieces:

Shield of Impenetrable Darkness and Panzar'Thar Breastplate


Gearing for the Encounter.

Whilst not as fast-hitting as the Prince, Nightbane does hit hard, and it's definately worth stacking up as much health and mitigation as possible for him. Uncrushability's pretty much a must here as well.


The fight itself is divided into two phases: Ground and Air.

Landing

Every time he lands, including the initial pull and at the end of every air phase, he resets aggro. It's imperative that there's no Healing over time or Damage over time spells in effect when he lands, and no active totems, since he'll immediately aggro on those. Use a quick Exorcism and Judgement of Righteousness to give burst aggro on him.

Ground Phase

On the ground, he will cleave for 5k damage, and breath fire on anyone in front of him. He will also tailswipe anyone behind him, so it's important to position him correctly. I stand with my back to the railing and have him with his back to the dome wall. This leaves his flanks exposed for your melee DPS to get stuck in without fear of being swiped. He has Bellowing Roar as well, a fear with a 2.5 sec cast and a 30 second cooldown, which you can avoid in one of four ways:

1. Get a Priest to pop a Fear Ward on you.
2. Get a Shaman to place a Tremor Totem beside you.
3. Use Divine Shield to clear the fear effect. (The five minute cooldown means you'll only get to do this once or twice per fight)
4. PVP regularly for a week or two until you can afford the Medallion of the Alliance or the Horde equivalent.

There is also a fifth way:

5. Get a Warrior with a stance-dance macro to use Berserker Rage during the fears. But we shall not speak of this!

Although it's a 30 second cooldown, the cooldown only seems to start when he lands, so in reality, you should only face a fear every 2 minutes or so if your DPS. Since the changes to fear mechanics in 2.3, an unavoided fear is survivable, if annoying. Assuming you comfortably outaggro the rest of the raid, then he should still chase you. Last night Ulu tanked him with no way to avoid the fears except for Divine Shield and it went fine.

Air Phase

When his health reaches 75%, 50% and 25%, he'll take off. At that point, the rest of the raid needs to collapse on top of you. He'll target on party member with a DoT which will also cause Skeletons to spawn around you. Use Consecrate/Holy Shield to gather them up and DPS them down fast. Ten seconds before he returns, the raid should fall back to their original position and you should get ready to pick him up with an Exorcism as he lands.

And that's basically it. This is a fight all about control. As long as your raid can handle the transitions ok, and can survive the fears, this boss is reasonably straightforward.

Tuesday, February 05, 2008

The Karazhan Guide Pt 8 - Prince Malchezaar

I'm now going to skip ahead a bit in Karazhan and bypass Netherspite to talk about Prince Malchezaar. Netherspite is an optional boss, and a pain in the ass to explain. We didn't even try him in CD until we had The Prince down.

On the way to the Prince, you'll have to do the Chess Event. I'm not going to go into any detail on this one. It isn't a boss encounter, it's more a reward for persevering this far. You control some pieces, you kill the opposing King, you get 2 free badges and some free epics. If you don't master this within your first visit, I'd reccomend replacing the captain of your brain ship because he's obviously drunk at the wheel!

After all this, you reach The Prince. This is a gear check for the entire raid, since it needs good sustained healing, high, sustained DPS and a great-geared tank to do the job. Back when I acted as CD's tanking rep, I'd require all tanks to successfully tank the Prince before graduating to 25-man content.

Gear Requirements

To tank him, you'll want to be able to reach a minimum of 15k Health buffed. More is always good, but he can hit you for around ~14k in less than a second in Phase two, so 15k is the minimum required to survive this. Whilst you can get through most of Kara without needing to be Uncrushable, uncrushability is absolutely required for this guy.

In Phase 1 and 3, you'll want to use a Spelldamage weapon to boost your threat output, but during phase 2, it's useful to have a decent avoidance weapon like The Sun Eater enchanted with either Mongoose or +20 Agility depending on wether or not you intend to disengage in this phase. (More on that in the Phase write-up).

As for the rest of your gear, I'd emphasise avoidance and mitigation as much as possible. If you can comfortably get 15k Armor and over 20% Dodge for this fight, do so, your healers will thank you. Spelldamage isn't too important since you can spam Exorcism for more threat on him. If you have any items with Expertise, equip them if possible. Less Parries from the boss will help a lot if you stay engaged during Phase 2.

On Consumables, Elixir of Major Fortitude and Elixir of Mastery or Flask of Fortification are the way to go, plus the best Stamina food you have and Ironshield Potions will be your best choices throughout the fight.


The Fight

I'm not going too much into positioning. We learned the fight without the safe spots listed in the WoWWiki article, but if you want to use them, go for it, they'll probably make life easier. I pick a position halfway along the near wall and pull him to there with a quick Exorcism. I nominate one ranged DPs to act as Infernal spotter and to warn the ranged/healer group when they have to move.


Phase 1

This is fairly straightforward. He hits hard-ish, but not too bad. Hit him with all you've got to build up a threat lead. He'll periodically cast Shadow Word: Pain on the tank. If there's a Priest or Paladin in the group, they can cleanse this for you, otherwise, you'll have to do it yourself. Either turn on self-casting in your UI options or make a macro to cast Cleanse on yourself.

Phase 2

At 60% health, the fun really begins. He summons two axes into his hands that boost his DPS through the wall. He gains the Thrash ability which can cause his mainhand to attack a further two times. Since his mainhand hits for around 4k and his offhand for just over 2k, then the result is a 14k burst in less time than your healers can say "oh shit". It's imperetive that your DPS blows all their cooldowns to get him through this phase asap. There's two opposing ideas about what to do in this phase:

1. Disengage. Click off your auto-attack and maintain aggro via Exorcism, Judgement of Righteousness and Holy Shield. This prevents his attacks getting a slight haste from your Parries and will lower his overall damage output. If you're gonna do this, I'd reccomend getting +20 agility on an avoidance weapon to equip for this phase.

2. Engage! Keep swinging and hope for the best! I personally favor this, if I'm not swinging, I'm not tanking. I have my Sun Eater with Mongoose for this phase and it gives me +5% dodge when it procs.

Just ask yourself: What Would Captain Picard Do?



Whatever you do, if you have a trinket with an avoidance on-use ability, try and use it when the Prince hits ~40%. That seems to be when I've died most often.

Phase 3

At 30%, you enter the home stretch. The Axes leave his hands and fly around attacking random party members, so he goes back to Phase one levels of DPS. At this point you just have to kill him before your raid gets swamped by Infernals.

Once he's dead, loot and party, you have just achieved a genuine tanking milestone.

The Karazhan Guide Pt 7 - Terestian Illhoof

As I mentioned in the Shade of Aran guide, you'll pass Illhoof's room on the way to Aran. Once you have Aran down though, your access to the upper half of Kara is much easier, therefore Aran should always be the first target.

The fight itself is designed primarily to test your DPSers and Healers. You need well-disciplined DPS to switch targets quite often. Ideally you want your DPS to prioritise in this order:

1. Sacrifice Targets - DPS should all make a macro to "/Target Demon" to target the Demon Chains whenever they appear.
2. Kri'lek - Whenever he dies, then Illhoof takes 25% more damage for 45 seconds. You'll probably need the DPS boost to finish the encounter on time.
3. Terestrian Illhoof - He has to die within 10 minutes, or he'll go Berserk and start one-shotting everything.

Handling Kri'Lek

If you've got an OT for the fight, you might want to get him to pick up Kri'lek. He doesn't hit hard and the OT can wear DPS gear whilst tanking him to decent effect. Personally, I tend to AoE tank him as well, focussing my aggro generation on him and chucking Illhoof a quick Exorcism whenever it's off cooldown.

Handling The Imps

These days I AoE tank them as well, and let the AoE classes burn them down. A warlock with Seed of Corruption is particularly valuable here. If you don't fancy that, then get either the aforementioned Warlock, a Mage or a DPS Warrior with Whirlwind to burn them down. If you've got an AoE caster in your group, it's probably worth turning on Concentration Aura to help them get a cast off. Otherwise, Fire Resistance Aura or Retribution is the way to go.

It's a fun fight, especially once you're well-geared enough to AoE Tank it. It's also very easy to tank. As long as your DPS switch targets quickly at the appropriate points and are able to sustain a decent rate of damage, then it shouldn't be a problem.

Monday, February 04, 2008

On Crowd Control in Karazhan.

Jerec asked me:

Just a general question, how do you handle the trash pulls? Do you just pull all trash to you and tank it all. For example I know there are large groups before Moroes room when you need to clear out all those spectral "guests". Do you use any crowd control for them?


I always AoE tank the non-Elite packs before Moroes. That's what they're there for. I remember on my first Kara run with Ulushnar, the Mages and Warlocks were surprised to find themselves alive after we pulled those packs.

I tend to AoE tank most of the Trash in Karazhan these days. The only exception are the Ushers before the Opera Event that catch you in an Ice Tomb. I use shackles and off-tanks there becuse there's no easy way of avoiding them. Then again, Ulu outgears Karazhan badly at this point, and I don't reccomend it to the neophyte Tankadin unless there's no other option.

Wednesday, January 30, 2008

The Karazhan Guide Pt 6 - Shade of Aran

The Shade of Aran is the boss you should probably take next after The Curator. Terestian Illhoof is geographically the next boss to take, but Aran is a more vital target for two reasons:

1. Once he is dead, almost all the trash between there and The Curator stops spawning.

2. Once he's dead, you can speak to the Doorman by the stairs to the Ballroom to be teleported straight there, making a faster corpse run for any attempts on Illhoof, Netherspite or Prince Malechazzar.

As for the fight, well I hope you brought an alternate set of gear, because there's nothing to tank!

Well ok, that's slightly untrue (details later), but this fight is basically a raidhealing/DPS race. The Shade has no aggro will switch target randomly. When we first attempted him with Ulu, I used to strap on my healing gear and spam my targetstarget healing macro (see the Opera guide) on the Shade (thus healing his current target). These days, I slap on my spelldamage-heavy 5-man/solo gear and just go at him with Seal of Vengence and Exorcism. Judgement of Wisdom or Light on the boss is also a good thing.

He'll alternate between Arcane Missles, Fireballs and Frostbolts as his main attack. It's a good idea to have Shamans, Warriors or Rogues interrupt the Fire and Frost attacks. The Arcane Missles is the easiest of the three to heal through, and if you interrupt all three, he'll run around the room, to melee whoever he's targetted, which you don't want.

He also has three big attacks, here's how you survive them:

Flame Wreath: Stand perfectly still, you can cast spells freely but don't move at all.
Blizzard: This moves round the outskirts of the room, run through the boss to the other side when it gets near you. If the boss is in the centre and you're in melee range of him, it shouldn't be a problem. P.S. Don't move during Flame Wreath.
Arcane Explosion: He teleports everyone to the centre, casts a mass slow and then begins channelling a massive explosion. Immediately turn and run to the wall (the slow can be cleansed) to avoid it. P.P.S. No move-o during Flame Wreath?

At 40% health, he'll summon four Water Elementals. These can be tanked, but Aran continues to do his normal attacks (including Flame Wreath et al). Get your ranged DPS to burn them down quickly, or fear/banish them. They will despawn after 90 seconds (a Warlock can take two out of the fight with Fears and Banishes and two Warlocks make the Elementals trivial).

When his mana gets down to 20%, he will polymorph the entire raid into sheep and take a drink. You'll recover health and mana during this time, but once he's finished, he'll cast a mass Pyroblast that'll hit everyone in the raid for about 7k damage. Make sure before you go in that all your raiders have at least 8k health buffed to survive this.

Ideally he should die before his mana gets that low, but you may find this difficult on your first few kills. It's a fun, if chaotic fight, which'll prove a challenge to a new group in Kara.

Tuesday, January 29, 2008

The Karazhan Guide Pt 5 - The Curator.

I dislike this part of Karazhan. The Curator himself is not particularly hard, but the mobs before him are a bunch of mana-draining bastards and some of the mobs after him are immune to magical damage.

The Curator himself is a Gear check for the entire raid. He hits hard-ish (about 3-4k on plate), but he shouldn't present any real problem to a decently-geared tank.

There are a few wrinkles to the fight:

Hateful Bolts: He will regularly hit the second on the Aggro list with a Hateful Bolt which does 4.5k-6k Arcane Damage. We normally have either a Warlock, Shadow Priest or Melee offtank fighting for second place on the aggro list. Arcane Resistance gear will help the Bolt tank, but isn't really necessary if they have a decent amount of health.

Arcane Flares: These will spawn every 20 seconds and randomly target a member of the raid and move towards them doing arcane AoE damage along the way. They have 12k health must be dealt with as soon as they spawn, and I'd reccomend the DPS classes with the highest burst damage focus on them.

Evocation: Every 90 seconds, he'll Evocate for 20 seconds. During this time he won't attack, but will do take triple damage from any attacks.

If you're in the early stages of gearing up for Kara, then you'll need most of your DPS (except for the Bolt Tank) focussing on the Flares to make sure they go down fast. We also found having a Shadow Priest for the Healers was invaluable since this is a pretty mana-intensive fight.

Handling the adds quickly is the first priority and then hitting him is the second. Have your DPS finish off whatever add is up and then burn him down asap. Blowing cooldowns during evocations is heartily reccomended.

A group starting on him will usually kill him in 4-5 Evocations, whilst an overpowered group will only need one. As your group gears up,you'll be able to have all the less burst-intensive DPS (Rogues, Shadow Priests, Affliction Warlocks, Hunter pets etc) stay on the boss whilst Mages, Hunters, Arms Warriors and Shamans kill the adds.

The Karazhan Guide Pt4 - The Opera Event

Ok, this is gonna be a long one, since I have to explain not one boss fight, but three. Each fresh Karazhan reset, you will encounter one of three separate fights in the Opera event. There's absolutely no clue as to which fight it'll be until the Stage Manager announces it, so you have two options:

1. Get a Rogue/Hunter/Mage/person with enough bagspace to strip naked to talk to the Stage Manager to start the event, and then have them Vanish/Feign/Turn Invisible/die to reset the event. The rest of the raid waits a safe distance outside.

2. The entire raid goes in and improvises a tactic on the spot depending what encounter there is.

Groups starting Kara may prefer to go with 1. but I tend to go with 2. these days.

I'll now cover the boss fights in order of ease:

1. Big Bad Wolf

This is a basic tank and spank fight, which only needs one tank. Every so often, the Wolf will turn one member into Red Riding Hood. At that point, their armor is reduced to zero, they can't use any abilities and their run speed is significantly boosted. The Wolf will proceed to chase the Hood around the edge of the stage until she shifts back.

It's imperative for all the healers to focus their heals on Little Red Riding Hood. The hood needs to run along the walls of the Opera stage, without cutting corners to avoid most of the Wolf's attacks. If I haven't been Hooded, then I'll normally toss an Avenger's Sheild at the Wolf, and then use a macro like this one to heal the hood (and build aggro):


/cast [target=targettarget] Flash of Light


As a tank it's important you keep up aggro, since your DPS will probably be going hell for leather during the Hood phases. I've had a lot of practise with this guy because when Ulu started Kara, we got nothing but BBW for three months.

2. Romulo & Julianne

Three phases to this fight:

Phase one, you fight Julianne. She casts healing spells (for about50k), so if you have any interrupters, have them focus on her. Phase two, you fight Romulo, who is a fast melee attacker with some nasty selfbuffs. Phase three, you fight both and you have to make sure they die within ten seconds of each other, or the dead one will ressurect with full health.

With Holy Shield, a Tankadin is a natural to tank Romulo and a Warrior who can interrupt will do a great job on Julianne. Whilst it's possible to AoE tank them both, I'd reccomend waiting until you gear up a bit for that. DPS-wise, I'd focus melee DPS on Julianne and ranged on Romulo as a general rule, but try to spread it evenly so that both go down at the same time.

3. The Crone (aka. "Oz")

This one needs some coordination. Phase one is handling and killing A group of different adds:

Dorothee - Doesn't need a tank, just burn her down quick. She'll summon her dog, Tito, who needs to be killed after her or she'll enrange. Tito can be tanked by any meleer pretty much.

Roar - Can be offtanked, or kept busy with Fear. Since he's a Beast, either a Hunter or a warlock should be able to keep him chainfeared.

Strawman - Will be disorientated by fire damage, so have Mages and Warlocks spam fire spells on him to kill him and keep him out of the fight.

Tinhead - Gains a rust debuff that slows his movement, enabling a tank to kite him around. He has a cleave so make sure people stay out of the way of his kiting path.

The Crone - After all the adds are down, the Crone will appear. She'll Cyclone random people, knocking them into the air for a few seconds and she also casts chain lightning. Just spread out and burn her down.

Friday, January 25, 2008

The Karazhan Guide Pt3 - Maiden of Virtue

This fight, like Attumen, but unlike Moroes, is completely optional. You don't need to kill the Maiden to progress further and are at liberty to ignore her. That said, she drops two really nice peices of Tanking loot, which Ulu still uses:

Iron Gauntlets of the Maiden and Barbed Choket of Discipline

That said:

IHateherIhateherIhateher!!!


The Maiden of Virtue fight stands as the first real tanking gear check of Kara. Some of our Warriors early on in quest/instance blues had real problems with her, since she hits fairly hard and the Aoe Stuns can leave you without healing for several seconds.

she's doubly annoying to a Paladin tank since she emits a Holy Ground effect constantly. Holy Ground is basically a Consecration-like AoE which silences for 1 sec on each tick. That means one second out of every three, you can't cast. Couple this with the Global Cooldown and you're going to spend half this fight spamming your keys in frustration to activate your next ability. Make sure Melee watch their aggro on this fight, since they'll suffer if you struggle.

If you have another well-geared tank, then get them to tank her and help with cleansing the Holy Fire. Another thing I used to do as an off-healer was cast Blessing of Sacrifice on the tank. That way when she did her Repentance (AoE stun), the BoSac would wake me up and I could heal the tank until the healers get unstunned.

If you're intent on MTing this bitch, and you don't badly outgear the place then you're going to have to come up with a way to survive the Repentances.

1. If you have another Paladin in the group, have them keep Blessing of Sacrifice on you, and then heal you during the Repentances.

2. If you don't, then you're going to need to move over to your healers so that the Holy ground touches them and wakes them up. After you've moved them out, move them back quickly so the healers aren't silenced by the Holy Ground.

As long as the tank survives the Repentances, the Holy Fires are cleansed and the DPS behaves, she'll go down. If not, did I mention this fight is totally optional?

Thursday, January 24, 2008

The Karazhan Guide Pt2 - Moroes

Moroes (or "Moron" as we know him) is the second boss in Karazhan and the first real test of a raid's ability to coordinate. On the way to him, you'll come across a lot of non-elite mobs that you can AoE and win some friends amongst your Mages and Warlocks over. Be ever alert though, because there's a bunch of hard-hitting elites that patrol amongst the groups.

Once you've cleared the Dining Room you can decide what to do about Moroes. He will always have four adds with him from a potential pool of six, each with a different class and abilties.

All the adds are Undead and are as a result vulnerable to Shackle Undead from Priests and Turn Undead from Paladins. I wouldn't reccomend using Turn Undead much though, since I've seen it occasionally cause an add to run out of the dining room and reset the encounter. They're also vulnerable to Hunter traps, so keeping one chain trapped with a decent Hunter is also an option.

The Adds

Baroness Dorothea Millstipe - Shadow Priest: Her Mana Burn is nasty, and she needs to be killed first. She doesn't have much health and does next to no melee damage, so any Meleer could tank her.
Lady Keira Berrybuck - Holy Paladin: She casts Blessing of Might on Moroes, Heals adds and cleanses shackles. Kill her asap, but she also doesn't hit hard, so once again you can have any meleeer tank her.
Lady Catriona Von'Indi - Holy Priest: Her Dispel Magic and Heals will make her annoying, but once again, anyone can tank her, so kill her.

(After any or all of these three adds are down, I tend to reccomend that DPS focus on the boss.)

Baron Rafe Dreuger - Retribution Paladin: He hits hard so will need an actual tank on him. He also stuns and sometimes cleanses. Either chain trap or shackle him and kill him last.
Lord Robin Daris - Arms Warrior: He hits hard and also does an evil whirlwind that will decimate your caster camp. He must be kept CC'd for the entire fight.
Lord Crispin Ference - Protection Warrior: Hits for about 1k damage on plate. I tend to offtank him along with Moroes, and DPS deal with him during Moroes vanishes.

The Boss

The boss is a dirty, smelly Rogue and deserves to die (again) for that! He hits for about 2k on plate, but does so fairly often as a dual-wielder.

He also has two abilities which directly make tanking him an annoyance: Gouge and Blind. He will periodically Gouge the tank, stunning him (and temporarily dropping aggro) for about 5 seconds. He will also periodically Blind the nearest non-tank target to him, confusing them and dropping their aggro. Blind is a poison effect, so a cleanse, cure/abolish poison or a poison-cleansing totem should remove it.

You'll want an "offtank" for this fight (really, any melee DPSer with halfway decent armor/stamina will do.) Before you engage, make the following macro:

/cast [target=focus] Blessing of Sacrifice


And then make your chose "offtank" for the fight your focus. Cast this after you've engaged the boss, and every time you get gouged, the next attack should go to the focus, which will break the gouge via the Blessing of Sacrifice damage. Please make sure your healers know to keep the focus cleansed at all times, because if he's blinded when you're gouged, then Moroes will ignore both of you and likely go for the healers.

The one last wrinkle to point out is that Moroes will periodically vanish and apply a Garotte to a random raid member. This will cause 1k bleed damage to the affected target. Paladin Bubble and Dwarven Stoneform can remove this though.

The Fight

Ok, you've worked out how to handle the adds, you're ready for the bosses tricks, now you have to tank him. From the podium where he starts, I tend to pull the boss with an Avenger's Shield, and then pick up the Prot Warrior (if he's there) with a quick Exorcism. If you're using hunter traps, then don't use Avenger's Shield unless you're sure you'll miss the trap target.

I tend to yank the boss and any other adds I'm tanking up to north end of the dining room, beside where the first pair of Stewards were. This gives me a free space to consecrate to my heart's content. I just build aggro on the boss and renew BoSac on the OT whenever it's low.

Before too long, the DPS should have taken care of the adds that had to die and will join you on hurting the boss. Your DPs needs to be quick on the add handling, because the longer this fight goes on, the more stretched healer mana will become due to Garrottes. Also, at 10 minutes after the pull, he goes Berserk and starts doing massive damage to both the tank and the raid.

At 30% health, he enrages and does a bit more damage, so try to make sure any adds you're offtanking are dead by then.

After he's dead, deal with any CC'd adds and loot him. Huzzah!

The Karazhan Guide Pt1 - Attumen The Huntsman

Well, since Alystira asked, I'm going to put up some strategies on the Karazhan bosses. I've resisted doing this in the past because hey, there's a million and one walkthroughs on the subject already. For each one, I'm going to list the "Sensible" way to tank them, and the "Other" way to tank them. The second way is only reccomended once you've geared up a fair bit.

First up gear: You'll want to be immune to critical strikes and that requires 490 Defense. You'll also want to be as close to uncrushable as possible. Since the 2.3 Stamina boost, it's no longer strictly necessary to be completely uncrushable for any boss before Nightbane/Prince Malechazaar, but it definately helps, and the Libram of Repentance is still the best badge investment you'll make.

First up is Attumen the Huntsman. Bluntly, if your group can't defeat him, you have no reason to be in Karazhan, go back to the five-mans and gear up some more.

To do this the sensible way, you'll want two tanks. I'm assuming that you as a Tankadin will be one of the two. You start the fight by pulling Midnight. When Midnight's at 95%, Attumen spawns.

If you have a Warrior tanking, then you'll want him on Attumen, since Disarm and Spell Reflect can help here. If you don't have a Warrior, then you should be on Attumen, since you can leave a Consecrate down that should pick up Attumen before he goes for a healer. Whoever is tanking Attumen should take him away from the rest of the group, since he has a nasty frontal cleave.

After Attumen spawns, we have DPS focus on Midnight until it reaches 25% health and they rejoin. Other groups focus on Attumen so that it eliminates his annoying charges. Play around it and see how it works for you.

Phase three is back to one tank, as Attumen mounts up. He still cleaves, but now he also charges. The charge has a 8 yard minimum range, and will usually one-shot a clothie in kara starting gear. You'll want everyone except the tank to gather round the back of him within 8 yards. Hunters need to stand just outside minimum range to dps, or if they've specced 3/3 into Hawk Eye, they can stand at maximum range and outrange the charge.

Apart from that, this phase is simple tank and spank, burn him down, and collect the epics.

And now for the Other way to do it. When you've geared up a bit, and are comfortably sitting at about 14k armor and 15k health buffed, you can try tanking them both during phase 2. Pull Midnight with an Exorcism, and then lay down a consecrate, keep the Consecrate and Holy Shield up and when Attumen appears, quickly hit him with an Exorcism before concentrating your aggro on Midnight, occasionally tab-targetting Attumen to hit him with some more aggro stuff. Nice thing about doing it this way is your healers have one target to concentrate on, and your OT can provide more DPS and kill the boring bastard faster.

Well that's Attumen, he shouldn't provide a problem for any semi-decent group. Next, I'll cover Moroes.