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The Karazhan Guide


Baracko

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Greetings, everyone! I am going to start gathering data on this instance starting now, even though it maybe a month or more before we get to start pushing it a bit... As the title implies, this will be a work in progress as things are changed, tweaks are made, and more is learned.

If you are serious about seeing this content, I would advise stopping back often to check for changes and doing some reading on your own! The less we have to explain each time, the more we will get accomplished1 ;p

A Note about group makeup:

Keep in mind that this is a 10 man instance, and that means that invariably someone will be left out. We will work to make sure everyone gets a shot, especially as we get things down pat and can teach the instance to others.

The Guide

Karazhan has a rich history! I would advise reading up on it as the backstory makes the experience richer!

Karazhan History

Age: 70 and no less!

# of Bosses: 12 (Wow! ;p ))

RP: There are some fantastic events in this instance that are really going to be great to take part of including an Opera event with multiple shows and a Live Chess Game in which you must beat an alien intelligence (rumored to be Medivh) in Chess to garner the rewards.

Loot: A wide variety of epic loot drops here, most importantly including the Tier 4 Gloves and Helm...

Map with Progression:

375px-Karazhan_layout.jpg

Getting the Master's Key...

( copied from WoWwiki )

Everyone in the raid needs The Master's Key to be able to enter the instance.

The key can be obtained by completing the following questline (Starts just outside Karazhan, with an Archmage of the Violet Eye (48,76)):

* [70] Arcane Disturbances and Restless Activity in Deadwind Pass.

* [70] Contact from Dalaran (Go to Dalaran)

* [70] Khadgar (Go talk with Khadgar in Shattrath City)

* Entry Into Karazhan(First key part to be found in the Shadow Labyrinth, Auchindoun)

* The Second and Third Fragments (The Second key part to be found in The Steamvault and The Third and last key part to be found in Arcatraz)

* The Master's Touch (Talk with Medivh in the "Opening of the portal" instance in Caverns of Time. He'll give you his own key.)

* Return to Khadgar (Just return to Khadgar)

In-Depth Explanation

1. Travel to Karazhan in Deadwind Pass. You will receive 2 quests here. Complete those two quests in the direct area and you will be sent to Dalaran.

2. Travel to Dalaran, speak to the guy you need to (he's on the other side of the bubble from the town) and you will be sent to Shattrath.

3. Go and speak to Khadgar in the center of Shattrath (who you started the tour with and who you decided which faction you wanted to be) and he will send you to get the first key fragment from Shadow Labyrinth (need to kill Murmur at the end and it's in a pot near him).

4. Go back to Khadgar in Shattrath and he will give you a quest to get the 2nd and 3rd key shards. The 2nd key shard will require you to travel to The Steamvault in Coilfang Reservoir and is located in the deep pool of water near the first boss. You will find it in the corner at the bottom of the pool.

* The second key part is soloable for mages, druids and rogues.

5. If your group has the key or a rogue with 350 lockpicking for Arcatraz then skip this and go straight to 6. If not, then follow this.

* First you must obtain the quest from Area 52 called "Warp-Raider Nesaad". Go and kill him and return to the quest giver.

* Then you will be sent to Eco dome mid-realm where you will be given the task of collecting 10 surveying equipment boxes. Return to the quest giver.

* You will then be sent to Nexus-Prince Haramad in Stormspire who will ask you to locate triangulation point using his device (Co-ords 66,33) and then deliver to Dealer Hazzin at the protectorate watchpost.

* Then you will be asked to discover Triangulation point 2 (co-ords 28,41) and hand in to Wind Trader Tuluman at small trading point back across the bridge.

* Then you will be asked to go kill the elite demon at 53,21 (very easy tbh, can be 2 manned if not solo'd) to complete the full triangle and to recover the Ata'mal Crystal

* Take this crystal to Nexus-Prince Haramad and you will be ambushed by 3 blood elves... dont worry, the Ethereals annhiliate them for you.

* Then take the portal where Nexus-Prince came from during the blood elf attack to Shattrath and speak to A'dal in the Terrace of Light in Shattrath.

* Now you will be given the quest to obtain the Arcatraz Key shards. The Top Half of the Arcatraz key can be located in The Botanica of Tempest Keep (left floating island) and drops from Warp Splinter, the final boss.

* The Bottom half of the key drops from Pathaleon the Calculator in The Mechanar of Tempest Keep (right floating island). Be warned: If you wipe on the last boss of The Mechanar or the waves of mobs before him, the door will bug and will not reopen even when you run back. To avoid this, take a warlock for soulstone or you'll have to page a GM and hope they get back to you quick enough and are willing to portal you to the other side.

* Once you have both key shards take them back to A'dal in Shattrath and you will have your Arcatraz key.

6. The third fragment of the Karazhan key can be found in The Arcatraz of Tempest Keep. You aren't required to kill any bosses if your group chooses not to and you will find the key shard in the room where you first encounter voidwalkers. This room is the first room you come to after you go up the "glass" ramp in the first boss room. As you enter the voidwalker room, the shard is found to the immediate right in the corner of the room.

* The third key part is soloable for rogues. it's pretty difficult, but definitely possible.

7. Now you have the 2nd and 3rd key fragments, return to Shattrath, hand them in and you will be sent to The Black Morass in the Caverns of Time and you will need speak to Medivh to activate your key. However this means completing the Black Morass event. This event will require you to kill elites that spawn from portals whilst protecting Medivh whilst he opens the Dark Portal. From every 6th portal a boss will spawn. After the 18th portal the Dark Portal will open and the task is complete. You can now speak to Medivh and claim your Master Key to Karazhan. At this point return to Khadgar in Shattrath. Note: In order to enter this instance of the Caverns of Time, you need to have completed the Durnhold Keep event in Old Hillsbrad.

8. Once you have returned to Khadgar you will be sent back to Karazhan where your Karazhan quests will begin!

You are now attuned to Karazhan!!

- Trash Mobs - (sorry guys... the formatting on the boards is acting funny)

The Stables

Note: Make sure you pull Midnight within 25 minutes of killing the first trash pull. Engaging midnight will pull any trash that has respawned.

- Skeletal Charger ( 71 Elite Undead ): Immune to shackle. Random Charge for 2.2 to 3.8k. Short duration aoe fear. Ice trapable.

- Skeletal Stallion ( 70/71 Elite Undead ): Casts a stackable debuff ( -20 Stam and -20 Str ) can stack up to ten times on a target. Also will cast a fear. Best to be tanked away from the group if possible. Ice trapable.

- Spectral Stable Hand ( 70/71 Elite Undead ): Shackleable. Heal spectral horses. Ice trapable.

----> Attumen/Midnight

The Grand Ballroom and The Banquet Hall

Moroes (Boss) is located in The Banquet Hall.

- Ghostly Steward (71 Elite Undead). 60k HP. 1200-2000 melee damage. 3500-5000 melee damage when enraged. Immune to shackle. "Drunken Skull Crack" hits for 2250 with a non-cleansable stun for ~3 seconds. Enrages at 50%.

- Phantom Attendant (71 Elite Undead) Can be shackled. Also heals with a Shadow Rejuvenation spell. Can not be taunted.

- Phantom Guest (70 Undead) - Paladin tanking recommended. Pulls of up to 10 at once. Use a lot of heals over time and spam healing to keep tank(s) up. Single mobs phase in The Grand Ballroom (east) near the seats, may also breathe fire. "Dance Vibe" aura - increases the dance and attack speed of all nearby party members by 20%. [1]

- Skeletal Waiter (71 Elite Undead) - 4,500-5,500 Melee Damage (0 Armor). Immune to Taunt. Can be shackled. Casts a debuff which has a chance to cause "Rattled" (another debuff) with effect of "No Armor".

- Spectral Retainer (71 Elite Undead) - Immune to shackle. Also heals with Spectral Rejuvenation spell. Has Mind Control and Mass Dispell. The Mind Control is un-purgeable; best to sheep the Mind Controlled target till debuff wears off.

- Phantom Valet (72 Elite Undead) - Immune to shackle. immune to taunt. Hits very hard, focus all heals on your main tank. all heals on kush.

---> Moroes

- Attumen & Midnight -

Attumen

* Basic Melee: Melees from anywhere between 1600 and 2100 damage on tank, 8000 on cloth. He can, and should, be disarmed.

* Shadow Cleave: 360 degree Cleave for around 4k.

* AoE Curse: Wide-area curse that reduces chance to hit with melee and ranged attacks and spells by 50%. Can be removed by mages and druids.

* Mount Up: When he or Midnight is at 25% he will mount up. All aggro will be wiped and Attumen will be fully healed. Phase 2 will then start.

Midnight

* Basic Melee: Around 1800 damage

Phase 2 (Attumen riding midnight)

* Basic Melee: Melees for anywhere around 1600 to 3300.

* Shadow Cleave: Same as Phase 1.

* AoE Curse: Same as Phase 1.

* Charge: Does a knockdown to the targeted player. Also does a significant amount of damage.

- Tank and DPS -

Before Phase 1 Draw aggro on Midnight. This will also pull all the trash mobs before the boss. These mobs will begin to respawn after approximately 25 minutes, if the fight sequence is not active. After a few seconds Attumen will show up, presumably when Midnight is at 95%. The hard part is getting aggro of Attumen right as he spawns, otherwise he will run to your healers and probably one-shot them.

Phase 1

Midnight should be offtanked a bit away from the raid. Tank Attumen and DPS Midnight down, there should be NO DPS on Attumen. Attumen can be disarmed, which reduces his damage by quite a lot. Do so until Midnight is at 25% (or Attumen at 25%), when Phase 2 will start. Remember, all aggro will be wiped and Attumen will be back at 100%. Top off everyone's health because he may charge someone randomly, which does about 6k damage to your cloth wearers.

Phase 2

DPS down Attumen. Watch out for random charges. Bandages and healing potions are plus here. Disarm Attumen whenever possible.

* A better strategy is actually for everyone to get in melee range. Have the main tank face Attumen away from the raid and have everyone else behind him, at maximum melee range, even hunters, casters, etc. This prevents Attumen from randomly charging people. No one should get hit except the MT. If people are getting hit, someone might be too close to Attumen and the cleave could be chain hitting people. Just back up if this happens. Also, Attumen gives a debuff to everyone that decreases chance to hit with melee or with spells by 50%. The MT is most likely to get this debuff shortly after engaging Attumen. Remember to cleanse it (can't remember if you can) and give the MT a few extra seconds to build aggro since most of his attacks will be missing. The debuff does not last long (about 5-7 seconds). Other than that, phase 2 is a simple tank-and-spank. He has a lot of health, but as long as only the MT takes damage, the healers should be okay.

Here is what I would like the spacing to look like:

attumen-positions.jpg

Role Specifics

- Tanks - This seems to be a very aggro sensitive fight so watch out just incase you lose aggro. Besides, get aggro of Attumen RIGHT as he spawns (he spawns next to Midnight), or he will go on a rampage on the rest of your raid. After getting the -50% hit debuff, count in your head to 28, then pop shield reflection. This will send his next debuff back to him, helping your healers dramatically in their quest to keep you alive, and keeping the debuff off of you to keep threat production up.

- DPS - A very aggro sensitive fight so do anything you can to stay below the tank in the threat meters.

- Healers - Keep the tank alive. One healer should be enough for the tank offtanking Midnight (in phase 1).

Other Notes:

- Immune to bleed effects.

- Must keep the two in line of sight.

- Don't need to kill the 5 humans near the friendly, quest-giving blacksmith.

Moroes

* Basic Melee: 1600-2500 on plate.

* Vanish: Vanishes, does not drop aggro.

* Garrote: After reappearing from Vanish, he will immediately garrote someone, dealing 1000 damage every 3 seconds for FIVE MINUTES (100k total damage). This cannot be dispelled, however Dwarf Stoneform, Paladin Divine Shield and Mage Ice Block do remove the effect including Blessing of Protection. After he garrotes, he will immediately return to the highest aggro prior to the vanish. As of 2/6/07 all garrotes are removed when Moroes is defeated. If you reset the encounter by running out of the banquet hall, the garrote is not removed.

* Blind: A poison that occasionally blinds the second-highest aggro, causing them to wander. Dispellable.

* Gouge: Gouges the highest aggro, incapacitating them. Moroes will attack the second highest aggro. This can be prevented by having the person with the highest aggro turn his back onto Moroes.

* Enrage: At 30% Moroes Enrages.

[edit]

Adds

Moroes will have different adds in every instance, much like Chromaggus' breaths. Each add will be based off a class and spec:

Baron Rafe Dreuger Retribution Paladin Health: 68k

Baroness Dorothea Milstipe Shadow Priest Health: 66k

Lady Catriona Von'Indi Holy Priest Health: 66k

Lady Keira Berrybuck Holy Paladin Health: 68k

Lord Crispin Ference Protection Warrior Health: 83.4k

Lord Robin Daris Mortal Strike Warrior Health: 84k

Note: This Boss must die before Opera event can be activated for progression.

The pull should be executed by the main tanks, simply by running to the platform and gathering up Moroes and his adds. Alternately a hunter can use Misdirection to pull to the main tank so that tank positioning can be setup prior to the pull.

As many adds as possible should be crowd controlled. This can be accomplished by use of priests' shackle, paladins' fear (turn undead), and hunters' freezing traps. The remaining uncontrolled adds should be tanked and killed. If you have the Holy Priest, she should be killed first. If you have either of the warriors, they should be shackled and kept shackled, as they are extremely difficult to kill.

Two tanks will be on Moroes. One tank should be building aggro on both Moroes and the uncontrolled add(s). The adds need to be killed quickly, after which the raid can concentrate on Moroes. The off-tank should consistently remain second on the aggro list, because after a gouge Moroes will turn to the person with the second-highest aggro. When the offtank is blinded, it needs to be removed immediately by a Shaman, Paladin or Druid (it is a poison). If no one in the raid can remove poison, the main tank should turn his back to Moroes to avoid being gouged. If the off-tank is blinded and main tank is gouged, Moroes will run off into the healers or DPS.

Crowd control is extremely important during this fight. The incapacitated adds must not run free for long, as many of them can easily one shot cloth-wearers or heal Moroes. It is recommended shackle be applied every 5 seconds or so. If an add does break loose, a tank should taunt it; however he should not attack since the crowd control will ideally be reapplied soon. Note that the Paladin adds, and possibly the Priest adds as well, can cleanse Shackle from the other adds. Also be aware that the paladins can cast blessings on the Moroes and his entourage, so be ready to dispell or purge.

Priests: Currently the Shadowfiend will sometimes randomly target a CC'd mob even if Moroes is not vanishing. This will generally lead to complete havoc, so it is highly recommended that Shadowfiend is not used AT ALL during the fight unless there is no CC active.

Hunters/Warlocks: Keep track of your pet, make sure that it doesn't attempt to attack a shackled add when Moroes vanishes.

DPS Moroes steadily, and be sure to heal through the garrotes. Losing even one person on this fight can be devastating.

** Further attempts for us have shown that dpsing 3 adds might be too much. Try to find ways to CC two adds and focus dps on Moroes.

** The Luffa no longer works on Garrote.

Edited by Baracko
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  • 3 weeks later...

What you need for the first run:

- Potions as needed.

- Bandages are VERY NECESSARY as healing is at a premium.

- EVERYONE should have KTM. The first boss fight alone is extremely dependent on aggro management.

- Maube/Bar/Ionas/Ky --> I would suggest having a mod that allows you to quickly decurse. Attumen is going to do a debuff that hopefully will only tag the tank. It's going to cause a -50% to melee damage, which will seriously lessen the tank's ability to keep aggro. It will be VERY important to get it off fast. **Kytae and I are currently using Healbot, and it works great... it even shows when someone else is healing a person and how much their heal will boost the target's HP.

- A readiness to KICK ASS!

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  • 4 weeks later...
- Skeletal Charger ( 71 Elite Undead ): Immune to shackle. Random Charge for 2.2 to 3.8k. Short duration aoe fear. Ice trapable.

- Skeletal Stallion ( 70/71 Elite Undead ): Casts a stackable debuff ( -20 Stam and -20 Str ) can stack up to ten times on a target. Also will cast a fear. Best to be tanked away from the group if possible. Ice trapable.

- Spectral Stable Hand ( 70/71 Elite Undead ): Shackleable. Heal spectral horses. Ice trapable.

----> Attumen/Midnight

I was shackeling the Chargers last night.

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  • 9 months later...

As much as I would love to finish this guide, folks... I just dont have the time, and WowWiki does a much better job.

Closing this thread...

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