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		<id>https://www.terranovagaming.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crank</id>
		<title>TNGCwiki - User contributions [en]</title>
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		<updated>2026-04-06T08:45:00Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Serpentshrine_Cavern&amp;diff=1557</id>
		<title>Serpentshrine Cavern</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Serpentshrine_Cavern&amp;diff=1557"/>
				<updated>2007-05-10T21:37:49Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located in Zangarmarsh, Serpentshrine Cavern is the first full size and full length raid in The Burning Crusade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attunement ===&lt;br /&gt;
&lt;br /&gt;
During Heroic Slave Pens (requires Cenarion Expedition - Revered) you will encounter an imprisoned Draenei who gives you a quest. You need to collect a drop from Gruul the Dragonkiller and one from Nightbane then return to him. He will then cast a spell on you which completes your attunement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
=== Hydross the Unstable ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Nemetos]]&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1556</id>
		<title>Gruul's Lair</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1556"/>
				<updated>2007-05-10T21:37:26Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gruul's Lair is the first 25 man raid instance in The Burning Crusade, it requires no attunement and houses two bosses, High King Maulgar and Gruul the Dragonkiller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High King Maulgar ==&lt;br /&gt;
&lt;br /&gt;
You need to kill the 4 ogres which surround Maulgar before attacking him.&lt;br /&gt;
&lt;br /&gt;
==== Blindeye the Seer ====&lt;br /&gt;
&lt;br /&gt;
A priest. Very easy to kill, just interrupt his heals (this is vital) and nuke him down. &lt;br /&gt;
&lt;br /&gt;
==== Olm the Summoner ====&lt;br /&gt;
&lt;br /&gt;
A warlock. Our warlocks will enslave his demons and tank him with them (heal them). 1 or 2 tanks can help control him when nothing is enslaved&lt;br /&gt;
&lt;br /&gt;
==== Kiggler the Crazed ====&lt;br /&gt;
&lt;br /&gt;
A shaman. Hunters tank this boss. He will Hex one of them so we use two!&lt;br /&gt;
&lt;br /&gt;
==== Krosh Firehand ====&lt;br /&gt;
&lt;br /&gt;
A mage. One of our mages tanks him by DPSing and spellstealing his fire shield so they can withstand his fireballs.&lt;br /&gt;
&lt;br /&gt;
==== High King Maulgar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does whirlwind and a large amount of physical damage in general. Starts charging around at 50%&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We all DPS the priest, then the warlock then the shaman. The melee then goes on Maulgar whilst the ranged kills the mage. We keep Curse of Weakness on Maulgar and have 2 warlocks assigned to enslave felhunters. Melee must retreat during whirlwind or face death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gruul the Dragonkiller ==&lt;br /&gt;
&lt;br /&gt;
DPS is vital on this encounter as he periodically and unavoidably grows, which increases his damage. The main things to look out for are his AoE silence his hurtful strike on the 2nd highest aggro melee DPS (a tank) and his shatter.&lt;br /&gt;
&lt;br /&gt;
Shatter begins when we are tossed into the air then slowed and eventually snared. After the ground slam you need to ensure you're not standing near any friendles (Deadly Bossmods can warn you if you're too close) as the closer you are, the more damage you will do to them (and them to you) when Gruul casts shatter.&lt;br /&gt;
&lt;br /&gt;
If both tanks are kept alive, if we DPS as hard as we can and if we spread out after ground slam then this boss is OK.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nemetos]]&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1555</id>
		<title>Gruul's Lair</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1555"/>
				<updated>2007-05-10T21:36:34Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gruul's Lair is the first 25 man raid instance in The Burning Crusade, it requires no attunement and houses two bosses, High King Maulgar and Gruul the Dragonkiller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High King Maulgar ==&lt;br /&gt;
&lt;br /&gt;
You need to kill the 4 ogres which surround Maulgar before attacking him.&lt;br /&gt;
&lt;br /&gt;
==== Blindeye the Seer ====&lt;br /&gt;
&lt;br /&gt;
A priest. Very easy to kill, just interrupt his heals (this is vital) and nuke him down. &lt;br /&gt;
&lt;br /&gt;
==== Olm the Summoner ====&lt;br /&gt;
&lt;br /&gt;
A warlock. Our warlocks will enslave his demons and tank him with them (heal them). 1 or 2 tanks can help control him when nothing is enslaved&lt;br /&gt;
&lt;br /&gt;
==== Kiggler the Crazed ====&lt;br /&gt;
&lt;br /&gt;
A shaman. Hunters tank this boss. He will Hex one of them so we use two!&lt;br /&gt;
&lt;br /&gt;
==== Krosh Firehand ====&lt;br /&gt;
&lt;br /&gt;
A mage. One of our mages tanks him by DPSing and spellstealing his fire shield so they can withstand his fireballs.&lt;br /&gt;
&lt;br /&gt;
==== High King Maulgar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does whirlwind and a large amount of physical damage in general. Starts charging around at 50%&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We all DPS the priest, then the warlock then the shaman. The melee then goes on Maulgar whilst the ranged kills the mage. We keep Curse of Weakness on Maulgar and have 2 warlocks assigned to enslave felhunters. Melee must retreat during whirlwind or face death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gruul the Dragonkiller ==&lt;br /&gt;
&lt;br /&gt;
DPS is vital on this encounter as he periodically and unavoidably grows, which increases his damage. The main things to look out for are his AoE silence his hurtful strike on the 2nd highest aggro melee DPS (a tank) and his shatter.&lt;br /&gt;
&lt;br /&gt;
Shatter begins when we are tossed into the air then slowed and eventually snared. After the ground slam you need to ensure you're not standing near any friendles (Deadly Bossmods can warn you if you're too close) as the closer you are, the more damage you will do to them (and them to you) when Gruul casts shatter.&lt;br /&gt;
&lt;br /&gt;
If both tanks are kept alive, if we DPS as hard as we can and if we spread out after ground slam then this boss is OK.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1554</id>
		<title>Gruul's Lair</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1554"/>
				<updated>2007-05-10T21:32:21Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* High King Maulgar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gruul's Lair is the first 25 man raid instance in The Burning Crusade, it requires no attunement and houses two bosses, High King Maulgar and Gruul the Dragonkiller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High King Maulgar ==&lt;br /&gt;
&lt;br /&gt;
You need to kill the 4 ogres which surround Maulgar before attacking him.&lt;br /&gt;
&lt;br /&gt;
==== Blindeye the Seer ====&lt;br /&gt;
&lt;br /&gt;
A priest. Very easy to kill, just interrupt his heals (this is vital) and nuke him down. &lt;br /&gt;
&lt;br /&gt;
==== Olm the Summoner ====&lt;br /&gt;
&lt;br /&gt;
A warlock. Our warlocks will enslave his demons and tank him with them (heal them). 1 or 2 tanks can help control him when nothing is enslaved&lt;br /&gt;
&lt;br /&gt;
==== Kiggler the Crazed ====&lt;br /&gt;
&lt;br /&gt;
A shaman. Hunters tank this boss. He will Hex one of them so we use two!&lt;br /&gt;
&lt;br /&gt;
==== Krosh Firehand ====&lt;br /&gt;
&lt;br /&gt;
A mage. One of our mages tanks him by DPSing and spellstealing his fire shield so they can withstand his fireballs.&lt;br /&gt;
&lt;br /&gt;
==== High King Maulgar ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does whirlwind and a large amount of physical damage in general. Starts charging around at 50%&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We all DPS the priest, then the warlock then the shaman. The melee then goes on Maulgar whilst the ranged kills the mage. We keep Curse of Weakness on Maulgar and have 2 warlocks assigned to enslave felhunters. Melee must retreat during whirlwind or face death.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1553</id>
		<title>Gruul's Lair</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1553"/>
				<updated>2007-05-10T21:31:50Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gruul's Lair is the first 25 man raid instance in The Burning Crusade, it requires no attunement and houses two bosses, High King Maulgar and Gruul the Dragonkiller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High King Maulgar ==&lt;br /&gt;
&lt;br /&gt;
You need to kill the 4 ogres which surround Maulgar before attacking him.&lt;br /&gt;
&lt;br /&gt;
=== Blindeye the Seer ===&lt;br /&gt;
&lt;br /&gt;
A priest. Very easy to kill, just interrupt his heals (this is vital) and nuke him down. &lt;br /&gt;
&lt;br /&gt;
=== Olm the Summoner ===&lt;br /&gt;
&lt;br /&gt;
A warlock. Our warlocks will enslave his demons and tank him with them (heal them). 1 or 2 tanks can help control him when nothing is enslaved&lt;br /&gt;
&lt;br /&gt;
=== Kiggler the Crazed ===&lt;br /&gt;
&lt;br /&gt;
A shaman. Hunters tank this boss. He will Hex one of them so we use two!&lt;br /&gt;
&lt;br /&gt;
=== Krosh Firehand ===&lt;br /&gt;
&lt;br /&gt;
A mage. One of our mages tanks him by DPSing and spellstealing his fire shield so they can withstand his fireballs.&lt;br /&gt;
&lt;br /&gt;
=== High King Maulgar ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does whirlwind and a large amount of physical damage in general. Starts charging around at 50%&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We all DPS the priest, then the warlock then the shaman. The melee then goes on Maulgar whilst the ranged kills the mage. We keep Curse of Weakness on Maulgar and have 2 warlocks assigned to enslave felhunters. Melee must retreat during whirlwind or face death.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1552</id>
		<title>Gruul's Lair</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1552"/>
				<updated>2007-05-10T21:31:34Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Krosh Firehand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gruul's Lair is the first 25 man raid instance in The Burning Crusade, it requires no attunement and houses two bosses, High King Maulgar and Gruul the Dragonkiller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High King Maulgar ==&lt;br /&gt;
&lt;br /&gt;
You need to kill the 4 ogres which surround Maulgar before attacking him.&lt;br /&gt;
&lt;br /&gt;
=== Blindeye the Seer ===&lt;br /&gt;
&lt;br /&gt;
A priest. Very easy to kill, just interrupt his heals (this is vital) and nuke him down. &lt;br /&gt;
&lt;br /&gt;
=== Olm the Summoner ===&lt;br /&gt;
&lt;br /&gt;
A warlock. Our warlocks will enslave his demons and tank him with them (heal them). 1 or 2 tanks can help control him when nothing is enslaved&lt;br /&gt;
&lt;br /&gt;
=== Kiggler the Crazed ===&lt;br /&gt;
&lt;br /&gt;
A shaman. Hunters tank this boss. He will Hex one of them so we use two!&lt;br /&gt;
&lt;br /&gt;
=== Krosh Firehand ===&lt;br /&gt;
&lt;br /&gt;
A mage. One of our mages tanks him by DPSing and spellstealing his fire shield so they can withstand his fireballs.&lt;br /&gt;
&lt;br /&gt;
=== High King Maulgar ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does whirlwind and a large amount of physical damage in general. Starts charging around at 50%&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We all DPS the priest, then the warlock then the shaman. The melee then goes on Maulgar whilst the ranged kills the mage. We keep Curse of Weakness on Maulgar and have 2 warlocks assigned to enslave felhunters. Melee must retreat during whirlwind or face death.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1551</id>
		<title>Gruul's Lair</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1551"/>
				<updated>2007-05-10T21:30:47Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* High King Maulgar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gruul's Lair is the first 25 man raid instance in The Burning Crusade, it requires no attunement and houses two bosses, High King Maulgar and Gruul the Dragonkiller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High King Maulgar ==&lt;br /&gt;
&lt;br /&gt;
You need to kill the 4 ogres which surround Maulgar before attacking him.&lt;br /&gt;
&lt;br /&gt;
=== Blindeye the Seer ===&lt;br /&gt;
&lt;br /&gt;
A priest. Very easy to kill, just interrupt his heals (this is vital) and nuke him down. &lt;br /&gt;
&lt;br /&gt;
=== Olm the Summoner ===&lt;br /&gt;
&lt;br /&gt;
A warlock. Our warlocks will enslave his demons and tank him with them (heal them). 1 or 2 tanks can help control him when nothing is enslaved&lt;br /&gt;
&lt;br /&gt;
=== Kiggler the Crazed ===&lt;br /&gt;
&lt;br /&gt;
A shaman. Hunters tank this boss. He will Hex one of them so we use two!&lt;br /&gt;
&lt;br /&gt;
=== Krosh Firehand ===&lt;br /&gt;
&lt;br /&gt;
A mage. One of our mages tanks him by DPSing and spellstealing his fire shield so they can withstand his pyroblasts. &lt;br /&gt;
&lt;br /&gt;
=== High King Maulgar ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does whirlwind and a large amount of physical damage in general. Starts charging around at 50%&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We all DPS the priest, then the warlock then the shaman. The melee then goes on Maulgar whilst the ranged kills the mage. We keep Curse of Weakness on Maulgar and have 2 warlocks assigned to enslave felhunters. Melee must retreat during whirlwind or face death.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1550</id>
		<title>Gruul's Lair</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1550"/>
				<updated>2007-05-10T21:30:32Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* High King Maulgar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gruul's Lair is the first 25 man raid instance in The Burning Crusade, it requires no attunement and houses two bosses, High King Maulgar and Gruul the Dragonkiller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High King Maulgar ==&lt;br /&gt;
&lt;br /&gt;
You need to kill the 4 ogres which surround Maulgar before attacking him.&lt;br /&gt;
&lt;br /&gt;
=== Blindeye the Seer ===&lt;br /&gt;
&lt;br /&gt;
A priest. Very easy to kill, just interrupt his heals (this is vital) and nuke him down. &lt;br /&gt;
&lt;br /&gt;
=== Olm the Summoner ===&lt;br /&gt;
&lt;br /&gt;
A warlock. Our warlocks will enslave his demons and tank him with them (heal them). 1 or 2 tanks can help control him when nothing is enslaved&lt;br /&gt;
&lt;br /&gt;
=== Kiggler the Crazed ===&lt;br /&gt;
&lt;br /&gt;
A shaman. Hunters tank this boss. He will Hex one of them so we use two!&lt;br /&gt;
&lt;br /&gt;
=== Krosh Firehand ===&lt;br /&gt;
&lt;br /&gt;
A mage. One of our mages tanks him by DPSing and spellstealing his fire shield so they can withstand his pyroblasts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== High King Maulgar ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does whirlwind and a large amount of physical damage in general. Starts charging around at 50%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We all DPS the priest, then the warlock then the shaman. The melee then goes on Maulgar whilst the ranged kills the mage. We keep Curse of Weakness on Maulgar and have 2 warlocks assigned to enslave felhunters. Melee must retreat during whirlwind or face death.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1549</id>
		<title>Gruul's Lair</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Gruul%27s_Lair&amp;diff=1549"/>
				<updated>2007-05-10T21:27:03Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gruul's Lair is the first 25 man raid instance in The Burning Crusade, it requires no attunement and houses two bosses, High King Maulgar and Gruul the Dragonkiller.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== High King Maulgar ==&lt;br /&gt;
&lt;br /&gt;
You need to kill the 4 ogres which surround Maulgar before attacking him.&lt;br /&gt;
&lt;br /&gt;
Blindeye the Seer&lt;br /&gt;
&lt;br /&gt;
A priest. Very easy to kill, just interrupt his heals (this is vital) and nuke him down. &lt;br /&gt;
&lt;br /&gt;
Olm the Summoner&lt;br /&gt;
&lt;br /&gt;
A warlock. Our warlocks will enslave his demons and tank him with them (heal them). 1 or 2 tanks can help control him when nothing is enslaved&lt;br /&gt;
&lt;br /&gt;
Kiggler the Crazed&lt;br /&gt;
&lt;br /&gt;
A shaman. Hunters tank this boss. He will Hex one of them so we use two!&lt;br /&gt;
&lt;br /&gt;
Krosh Firehand&lt;br /&gt;
&lt;br /&gt;
A mage. One of our mages tanks him by DPSing and spellstealing his fire shield so they can withstand his pyroblasts. &lt;br /&gt;
&lt;br /&gt;
High King Maulgar&lt;br /&gt;
&lt;br /&gt;
blah blah to be finished. &lt;br /&gt;
&lt;br /&gt;
We all DPS the priest, then the warlock then the shaman. The melee then goes on Maulgar whilst the ranged kills the mage.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Serpentshrine_Cavern&amp;diff=1548</id>
		<title>Serpentshrine Cavern</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Serpentshrine_Cavern&amp;diff=1548"/>
				<updated>2007-05-10T21:18:44Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Attunement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located in Zangarmarsh, Serpentshrine Cavern is the first full size and full length raid in The Burning Crusade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attunement ===&lt;br /&gt;
&lt;br /&gt;
During Heroic Slave Pens (requires Cenarion Expedition - Revered) you will encounter an imprisoned Draenei who gives you a quest. You need to collect a drop from Gruul the Dragonkiller and one from Nightbane then return to him. He will then cast a spell on you which completes your attunement. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
=== Hydross the Unstable ===&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Serpentshrine_Cavern&amp;diff=1547</id>
		<title>Serpentshrine Cavern</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Serpentshrine_Cavern&amp;diff=1547"/>
				<updated>2007-05-10T21:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located in Zangarmarsh, Serpentshrine Cavern is the first full size and full length raid in The Burning Crusade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Attunement ===&lt;br /&gt;
&lt;br /&gt;
During Heroic Slave Pens (requires Cenarion Expedition - Revered) you will encounter an imprisoned Draenei who gives you a quest. You need to collect a drop from Gruul the Dragonkiller and one from Nightbane then return to him&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1546</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1546"/>
				<updated>2007-05-10T21:13:49Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
&lt;br /&gt;
'''Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
&lt;br /&gt;
'''Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage taken is reduced by 1% per second.&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will heal himself rapidly if he gets the green beam.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. If Netherspite gets it then he will do 1% more damage for every second he was in the beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also watch your DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro you'll die and that will probably result in a wipe.&lt;br /&gt;
&lt;br /&gt;
Also note that whilst the second tanks for each portal phase (here Bamm + Saenar) can get away with wearing practically any sort of gear, the first tanks should be the raids MT and OT as they will have to tank without the benefits of the red beam for a short wile.&lt;br /&gt;
&lt;br /&gt;
Pay particular attention to healing the person with the blue beam buff/debuff at the start of the banish phase as they will die quickly if they get Netherbreath and aren't healed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nightbane'''&lt;br /&gt;
&lt;br /&gt;
This is quite straightforward. Melee dps attacks from the dragons sides, ranged keeps range. When the ground is burning beneath you, you should move away. Paladins and Priests need to cleanse this debuff. The MT needs either fear ward or they need to stance dance so Nightbane does not fear them. The MT will keep the boss pointed away from the instance thoughout.&lt;br /&gt;
&lt;br /&gt;
At 75, 50 and 25% the boss goes into flight. He will randomly attack people and summon skeletons which the raids MT and OT will tank. The DPS should kill these skeletons asap.&lt;br /&gt;
&lt;br /&gt;
Before Nightbane lands an aggro reset occurs. Healers should not heal until the MT gets aggro again. The MT can bandage themselves to generate a small amount of threat before Nightbane lands. &lt;br /&gt;
&lt;br /&gt;
It is a long fight so conserve mana as much as possible&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Guild_Rules&amp;diff=1545</id>
		<title>Guild Rules</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Guild_Rules&amp;diff=1545"/>
				<updated>2007-05-10T21:07:12Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Ranks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ranks ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You will be invited to Nemetos Order on the basis that you raid or that you don't. If you joined as a raider then you need to speak with your class leader about what exactly is expected from you in terms of activity, talent specs and preparation for raids. Your rank will be limited to 'member' if you are not a raider. The reserve and raider ranks are for raiders. &lt;br /&gt;
&lt;br /&gt;
# Trial - A new member to the guild. You earn DKP as normal, but you are considered bottom of the list when the loot drops.&lt;br /&gt;
# On Report - someone has been a bad boy, and whichever officer put you here will have told you exactly what the problem is. If you find yourself On Report, you should meditate on your actions and perhaps give the Code of Conduct a readthrough.&lt;br /&gt;
# Alt - an alt of a non-officer. If the alt is PvE specced they have the same priority for loot as the mains, otherwise mains get preferential treatment. The guild reserves the right to ask you to bring your main instead, if class balance is a problem. The guild will never demand you bring an alt instead of your main, but we might ask nicely.&lt;br /&gt;
# Reserve - Build and/or Equipment are not suitable for raiding. If you wish to improve your rank, speak to your class leader. Loot rights are as normal, but you are last choice for filling empty raid slots.&lt;br /&gt;
# Raider - Dedicated raider, has attended most of the guild raids over a period of several months. First choice for raid spots.&lt;br /&gt;
# Veteran - This rank is reserved for the long standing and contributing members of the guild. Whilst some may not be raiders, for those who do raid this is considered a rank above the rank of raider in terms of priority for places&lt;br /&gt;
&lt;br /&gt;
All other ranks are officer ranks. Feel free to approach them with any questions.&lt;br /&gt;
&lt;br /&gt;
== Forum/Teamspeak Code of Conduct ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* NO excessive use of poor language in any situation ever. Some members of the guild have children or youngsters living with them, and anything you say can and will be edited by the mods should they feel it necessary. The occassional foul word might be overlooked, but please, think before you type.&lt;br /&gt;
* NO abusive comments to other members. if you have a problem with a member, inform an officer and sort it out ingame with them like adults. Should you do it enough times for it to become inexcusable, (say, twice) we'll remove your private forums access as a warning, and the final result of continued arguing will result in one or both parties being demoted or removed from the guild. We're a guild for good atmosphere and friendly play, and all the new and old members alike must respect each other, regardless of dislikes. Should you become subject to hostile tells from another guild member, sending a screenshot to one of the guild officers is the fastest way to get matters resolved.&lt;br /&gt;
* Please use the general WoW forum for any general WoW discussion, as there are TNGC members with characters who are not in our guild, and we like to share, don't we?&lt;br /&gt;
* You are invited, at any time, to constructively criticise posts people make. Dont think that your not meant to disagree, how boring would life be if everyone thought exactly the same thing? At the same time, offering a solution is infinitely preferable to whining.&lt;br /&gt;
&lt;br /&gt;
== Ingame Code of Conduct ==&lt;br /&gt;
&lt;br /&gt;
* As with the above, good attitude and outspoken natures are encouraged. arguments over silly things are not, and will land each participant in a sizeable amount of hassle from whichever officers are online, because none of us like drama. Please be respectful, and do the simple things like say hello and goodbye.&lt;br /&gt;
* in any party or raid, listen to the raid leader without question. should you honestly think were doing something wrong, or you have to go afk, whisper the raidleader or another person with (A) (promoted in raid) and they'll sort out your query. Reasons for this are simple: people spamming raidchat means people stop paying attention when we need to say something important. While we don't usually mind a bit of chit-chat in /ra and /1, please stop when asked. Anything not directly relating to the raid should be in /g anyway.&lt;br /&gt;
* NEVER in any situation ninja or steal from another player, be it nemetos or random. This type of play won't be tolerated, anyone found to be playing this way is given a chance to explain themselves, if the excuse is inadequate the result is /gkick. Nemetos and the TNGC have a good reputation and we dont want anyone ruining it.&lt;br /&gt;
* Applications to other guilds are not permitted whilst in nemetos, we wont be backup to any other bigger guilds. We think were the best, but not because we have the most epics or all the hardcore leet players. The TNGC motto is &amp;quot;who you play with is what makes the game fun&amp;quot;, and we do our best to put that ideal first. If you feel like you want to change guild, or have a problem that might lead you to leave the guild, discuss it with an officer. We will talk it over with you no matter the reason, even suggest guilds we are friendly with for you to join should you honestly feel you dont belong with the fantastic people in nemetos.&lt;br /&gt;
* Remember, it's just a game. Deep breath, count to 10. Nerf shammies.&lt;br /&gt;
* invite other people to play with us! even if the guild itself is full, we still play games like battlefield and soon to play auto assault, as well as older games like planetside. tell them the url, and get people you know and like to come chat with us. long live the TNGC!&lt;br /&gt;
&lt;br /&gt;
[[Category:Nemetos]]&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Nemetos_Order&amp;diff=1544</id>
		<title>Nemetos Order</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Nemetos_Order&amp;diff=1544"/>
				<updated>2007-05-10T21:02:17Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Officers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome to the Nemetos Order Wiki! ==&lt;br /&gt;
&lt;br /&gt;
http://thetngc.org.uk/files/screenshots/wow/zomgtwins.jpg&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
&lt;br /&gt;
Nemetos Order is a guild on Kor'gall-EU. We specialise in endgame PVE raiding and are currently [[Raid Progress | progressing]] into Naxxramas. This wiki serves as a resource for members and visitors alike, feel free to use the tactics posted here, Nemetos Order members are advised to read these thoroughly before attending any raids.&lt;br /&gt;
&lt;br /&gt;
To apply to our house of loot, visit the [http://www.thetngc.org.uk/forums/viewforum.php?f=27 Recruitment forum] . Be aware however that our warlock officer loves eating epixx and new recruits in equal amounts. Not to mention of course the selection of loveable weirdos and self proclaimed cannibals that you will also have to cope with.&lt;br /&gt;
&lt;br /&gt;
If semi-hardcore raiding with a mix of humour and drama is your thing, either apply or contact one of our members who will point you in the right direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Our adventure started a few days before the start of WoW EU Retail. Urdas (Amigafan2003) [http://www.thetngc.org.uk/forums/viewtopic.php?t=14 created a proposal] for the formation of the Nemetos Order and the latest division of the community came to life.&lt;br /&gt;
Moments after the live servers came up we all started hoping between servers trying to find one that wasn't too crowded. A more challenging task then you could possibly imagine. ColdRidge Valley was a giant slaughter house on most servers with 2 or 3 people trying to kill the same Wolf. &lt;br /&gt;
Eventually we settling on Agamaggan as suggested by Darkblade (Dark). Everyone was feverishly leveling for the most of that day. Later on we all met up in Ironforge where Rocket (RocketRevenger) created the Guild as he was elected temporary Guild leader for Urdas who was away. &lt;br /&gt;
This screenshot captured the moment the names of those forming the Guild started signing.&lt;br /&gt;
http://thetngc.org.uk/files/wiki/no_charter_11-02-05.jpg&lt;br /&gt;
&lt;br /&gt;
The full role call of those who signed was;&lt;br /&gt;
# Rocket&lt;br /&gt;
# Firejack&lt;br /&gt;
# Grumph (Killerwolf)&lt;br /&gt;
# Bamm (Headhunter)&lt;br /&gt;
# Aczeren&lt;br /&gt;
# 3D&lt;br /&gt;
# Mulac (?)&lt;br /&gt;
# Stormhammer (?)&lt;br /&gt;
# Selianna (?)&lt;br /&gt;
# DrFennris (?)&lt;br /&gt;
&lt;br /&gt;
(Someone confirm the last 4 please}&lt;br /&gt;
&lt;br /&gt;
Our time on Agamaggan was mostly a personal journey for many as everyone leveled their characters. The Guild began attracting many players at a early stage and soon grew to a big group of people as captured by [http://firejack.plus.com/~tngc/archive/nemetos/roster1.htm this page] from the April the 5th, 2005.&lt;br /&gt;
&lt;br /&gt;
Agamaggan though had its problems. Unofficially it became known as one of the servers where Spanish players were. This led to huge overcrowding as thousands of Spanish users tried to cram onto a few Unofficial Spanish server. This led to queues and lag that create a very partisan atmosphere with the Spanish and 'the rest' making uneasy neighbors. The queues were getting longer, a hardcore group of Spanish people starting talking in General chat in Spanish and the lag got even worse. When the choice to migrate to a new realm came the Guild jump at the chance and the whole Guild moved over and reformed.&lt;br /&gt;
http://thetngc.org.uk/files/wiki/foundingfathers.jpg&lt;br /&gt;
&lt;br /&gt;
date of korgall move&lt;br /&gt;
new guild leader&lt;br /&gt;
nw alliance&lt;br /&gt;
raiding progress&lt;br /&gt;
&lt;br /&gt;
== Officers ==&lt;br /&gt;
;Guild Officers&lt;br /&gt;
:Guild Master - Orlanna&lt;br /&gt;
:Dismus - Guild Bank&lt;br /&gt;
:Irricas - Community Leader&lt;br /&gt;
;Class Leaders:&lt;br /&gt;
:Paladins - Bamm&lt;br /&gt;
:Warlocks - Lexwow&lt;br /&gt;
:Warriors - Eredar&lt;br /&gt;
:Hunters - Calendil&lt;br /&gt;
:Priests - Orlanna&lt;br /&gt;
:Resto Druids - Theodora&lt;br /&gt;
:Mages - Shandella&lt;br /&gt;
:Rogues - Prinses&lt;br /&gt;
:Feral Druids - Mulac&lt;br /&gt;
:Shamans - Natedawgg&lt;br /&gt;
&lt;br /&gt;
[[Category:Nemetos]]&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1516</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1516"/>
				<updated>2007-02-27T08:36:57Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
&lt;br /&gt;
'''Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
&lt;br /&gt;
'''Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage taken is reduced by 1% per second.&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will heal himself rapidly if he gets the green beam.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. If Netherspite gets it then he will do 1% more damage for every second he was in the beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also watch your DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro you'll die and that will probably result in a wipe.&lt;br /&gt;
&lt;br /&gt;
Also note that whilst the second tanks for each portal phase (here Bamm + Saenar) can get away with wearing practically any sort of gear, the first tanks should be the raids MT and OT as they will have to tank without the benefits of the red beam for a short wile.&lt;br /&gt;
&lt;br /&gt;
Pay particular attention to healing the person with the blue beam buff/debuff at the start of the banish phase as they will die quickly if they get Netherbreath and aren't healed.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1515</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1515"/>
				<updated>2007-02-27T08:34:17Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
&lt;br /&gt;
'''Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
&lt;br /&gt;
'''Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage taken is reduced by 1% per second.&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will heal himself rapidly if he gets the green beam.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. If Netherspite gets it then he will do 1% more damage for every second he was in the beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also don't DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro during you'll die and will probably result in a wipe.&lt;br /&gt;
&lt;br /&gt;
Also note that whilst the second tanks for each portal phase (here Bamm + Saenar) can get away with wearing practically any sort of gear, the first tanks should be the raids MT and OT as they will have to tank without the benefits of the red beam.&lt;br /&gt;
&lt;br /&gt;
Pay particular attention to healing the person with the blue beam buff/debuff at the start of the banish phase as they will die quickly if they get Netherbreath and aren't healed.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1514</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1514"/>
				<updated>2007-02-27T08:33:07Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
&lt;br /&gt;
'''Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
&lt;br /&gt;
'''Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage taken is reduced by 1% per second.&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will heal himself rapidly if he gets the green beam.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. If Netherspite gets it then he will do 1% more damage for every second he was in the beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also don't DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro during you'll die and will probably result in a wipe.&lt;br /&gt;
&lt;br /&gt;
Also note that whilst the second tanks for each portal phase (here Bamm + Saenar) can get away with wearing practically any sort of gear, the first tanks should be the raids MT and OT as they will have to tank without the benefits of the red beam.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1513</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1513"/>
				<updated>2007-02-27T08:27:18Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
&lt;br /&gt;
'''Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
&lt;br /&gt;
'''Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage taken is reduced by 1% per second.&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will heal himself rapidly if he gets the green beam.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. If Netherspite gets it then he will do 1% more damage for every second he was in the beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also don't DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro during you'll die and will probably result in a wipe.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1512</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1512"/>
				<updated>2007-02-27T08:26:34Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
&lt;br /&gt;
'''Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
&lt;br /&gt;
'''Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage taken is reduced by 1% per second.&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will heal himself rapidly if he gets the green beam.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. If Netherspite gets it then he will do 1% more damage for every second he was in the beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also don't DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro during you'll die and will probably result in a wipe.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1511</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1511"/>
				<updated>2007-02-27T08:26:00Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
'''&lt;br /&gt;
Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
&lt;br /&gt;
'''Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage taken is reduced by 1% per second.&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will heal himself rapidly if he gets the green beam.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. If Netherspite gets it then he will do 1% more damage for every second he was in the beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also don't DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro during you'll die and will probably result in a wipe.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1510</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1510"/>
				<updated>2007-02-27T08:25:14Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
'''&lt;br /&gt;
Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
&lt;br /&gt;
'''Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage taken is reduced by 1% per second.&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will heal himself rapidly.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. If Netherspite gets it then he will do 1% more damage for every second he was in the beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also don't DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro during you'll die and will probably result in a wipe.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1509</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1509"/>
				<updated>2007-02-27T08:22:46Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
'''&lt;br /&gt;
Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
&lt;br /&gt;
'''Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Portal phase&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage is buffed quickly&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will healing himself rapidly if he gets the green beam.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also don't DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro during you'll die and will probably result in a wipe.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1508</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1508"/>
				<updated>2007-02-27T08:22:01Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed. Repentance will stun everyone for a considerable period of time. The melee will have it broken by the consecration, a paladin should have blessing of sacrifice on the MT so they get theirs broken and can heal the MT until the stun ends.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult with the right setup. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned, the OT will kill the imp by themselves sometimes. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. A destruction warlock can spam seed of corruption on the boss and use shadowfury to do a lot of damage to the imps, and coupled with nether protection this is a great way of dealing with them. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
We should aim for 1 poly and pyroblast before 40% when the elementals come, then after that we should be aiming to kill him before another. &lt;br /&gt;
'''&lt;br /&gt;
Prince Malchezaar'''&lt;br /&gt;
&lt;br /&gt;
Essentially tank, DPS and heal. Phase 1 is from 100 to 60% and he will case enfeeble on people (but not the highest in aggro, the MT) which reduces their health to 1 and makes them unhealable for a while, but they return to their full health after it. After enfeeble he will cast an aoe around him so any melee enfeebled needs to get back or get 1 shot. He summons unkillable and stationary infernals in random places around the room which have a 1500 damage per tick hellfire, which will 1 shot anyone enfeebled. Its important people pay attention on teamspeak as people will typically be saying where the infernals are landing. &lt;br /&gt;
&lt;br /&gt;
At 60% phase 2 starts and lasts until 30%. Its basically the same but his damage on the MT is upped a lot, and people should nuke to bring him to 30% asap. &lt;br /&gt;
&lt;br /&gt;
At 30% he stops enfeeble, summons infernals faster and throws away his axes which he got in phase 2 to attack random people. His damage on MT returns to normal. His aoe is also now unpredictable but shouldn't be a big deal as nobody is getting enfeebled. The infernals are the most deadly part about this phase.&lt;br /&gt;
&lt;br /&gt;
In phases 1 and 3 he will do shadow word pain on MT which needs to be dispelled. If you're confident you can do it quickly then amplify magic on MT is helpful in this healing intensive fight. &lt;br /&gt;
'''&lt;br /&gt;
Netherspite''' &lt;br /&gt;
&lt;br /&gt;
There are 2 repeating phases. The portal and banish phase.&lt;br /&gt;
&lt;br /&gt;
Portal phase&lt;br /&gt;
&lt;br /&gt;
Netherspite is tanked near the enterance to the room and 3 portals (1 green 1 blue 1 red) appear around him. They give benefitial buffs to Netherspite if the beam which comes from them reaches him, so we need to take the beams ourselves.&lt;br /&gt;
&lt;br /&gt;
The red beam gives you instant aggro and is a health, defense and damage reducing buff for 30 seconds, after which it reduces your HP. One tank takes it for 30 sec, then the other for 30 sec. If Netherspite gets it then his damage is buffed quickly&lt;br /&gt;
&lt;br /&gt;
Green reduces your mana but improves your healing and mana cost of spells is reduced. Typically it's best for people without mana to get this as the mana reduction is annoying. Netherspite will healing himself rapidly if he gets the green beam.&lt;br /&gt;
&lt;br /&gt;
Blue improves the damage of your spells but increases your magic damage taken which is an issue as he has a weak shadow damage aura which is a major problem when you have the blue beam. &lt;br /&gt;
&lt;br /&gt;
After 60 sec he banishes himself and becomes stationary, but still attackable. The portals stop for 30 sec and he starts to cast Netherbreath which is a cone attack focussed on 1 person, and does a considerable amount of damage and knocks you back. For this phase we all go back up the ramp and hide behind the wall. &lt;br /&gt;
&lt;br /&gt;
Following this, we run back for the next portal phase. Its important to note that the portals will have swapped positions now. Also note that 10 sec after leaving the beam, you get a debuff which stops you taking a beam of the same colour for 90 sec. It is important you don't intercept any beam which you arent supposed to take.&lt;br /&gt;
&lt;br /&gt;
The rotation we used on our first kill was:&lt;br /&gt;
&lt;br /&gt;
RED :    Mulac + Bamm   || Banish || Eredar + Saenar  || Banish || Mulac + Bamm&lt;br /&gt;
GREEN:    Prinses       || Banish ||     Mulac        || Banish || Prinses&lt;br /&gt;
BLUE : Theanon + Boomon || Banish || Lexwow + Prinses || Banish || Theanon + Boomon&lt;br /&gt;
&lt;br /&gt;
After 10 min he enrages and will kill everyone quickly. So you must all stay alive and DPS all you can. You can't get aggro off someone in red beam. Also don't DPS until the portals return after their 10 sec delay following the start of a new portal phase, as aggro has been reset and if you aggro during you'll die and will probably result in a wipe.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1507</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1507"/>
				<updated>2007-02-27T08:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Attunement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
It is important his health stays close to his mana as we won't survive many mass polymorphs and pyroblasts.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1506</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1506"/>
				<updated>2007-02-13T08:29:36Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Attunement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time. Edit: next patch means you'll have to do it all yourself.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
It is important his health stays close to his mana as we won't survive many mass polymorphs and pyroblasts.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1505</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1505"/>
				<updated>2007-02-13T08:26:04Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and cast frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
It is important his health stays close to his mana as we won't survive many mass polymorphs and pyroblasts.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1504</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1504"/>
				<updated>2007-02-13T08:24:53Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,000 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out. Because of this there shouldn`t be more then 3 people in melee range&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear in close range going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 arcane damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;br /&gt;
&lt;br /&gt;
This is a long fight and requires alot of healing!&lt;br /&gt;
&lt;br /&gt;
'''Terestian Illhoof'''&lt;br /&gt;
&lt;br /&gt;
This boss is quite a chaotic encounter but not that difficult. MT will tank the boss, someone will OT his pet imp. We kill the boss as the imp will just get resummoned. Both the boss and his pet hit farely weakly, the raid instead takes damage from the smaller imps which are summoned rapidly and the bosses sacrifice.&lt;br /&gt;
&lt;br /&gt;
The OTed imp will debuff people making them take increased damage from fire attacks, which makes the smaller imps a problem which they otherwise aren't. We will occasionally call for AoE on the small imps so we don't get too many up. When someone gets sacrificed they will be placed in the centre of the room and chained there, all DPS will focus on the chains and healers keep the sacrificed player alive. The boss uses the sacrifice not only to kill people but to heal himself, so it is important the chains are dealt with quickly. &lt;br /&gt;
&lt;br /&gt;
'''Shade of Aran'''&lt;br /&gt;
&lt;br /&gt;
This is a tough boss. He is a mage so is vulnerable to melee. He can't be tanked instead he has random aggro and will cast frostbolt, fireball and arcane missles in the raid. It is important the that healers monitor who is being targeted though main tanks target's target and heal them, as he tends to try and nuke people down with a few quick spells.&lt;br /&gt;
&lt;br /&gt;
He can be shield bashed, kicked and countered and if we counter all his spells he will swap to melee for a short while. When he goes oom he does mass polymorph, drinks up and casts aoe pyroblast which may kill classes with low HP (eg mages). His special attacks include flame wreath which places random raid members in a circle of flames, if anyone crosses out of or into the flames (or uses divine shield, ice block, cloak of shadows, shadowfiend, pet) then nearby raid members take damage which will cause a wipe, so everyone stands still ahead of flame wreath. He does blizzard which slows and does damage, you can go clockwise around his room to avoid it or if you find yourself in it get out asap by moving to the center of the room or going anti-clockwise.&lt;br /&gt;
&lt;br /&gt;
Occasionally he will pull everyone too him, do mass slow and charge up arcane explosion. Everyone runs to the outside of the room or they will die. Also he has a melee ranged counterspell so healers cant stand near him and expect to cast spells.&lt;br /&gt;
&lt;br /&gt;
At 40% 4 water elementals come for 90 seconds. These have too much HP to kill, and case frostbolt often. We need to fear and banish all we can.&lt;br /&gt;
&lt;br /&gt;
It is important his health stays close to his mana as we won't survive many mass polymorphs and pyroblasts.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1497</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1497"/>
				<updated>2007-02-08T08:05:26Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,500 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out.&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1496</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1496"/>
				<updated>2007-02-08T08:05:09Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, remove curses from the raid and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest or holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,500 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out.&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1495</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1495"/>
				<updated>2007-02-08T08:03:50Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* The Violet Eye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progress through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, cleanse the MT and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest or holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,500 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out.&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1494</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1494"/>
				<updated>2007-02-08T07:58:48Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progrss through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, cleanse the MT and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest or holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,500 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out.&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and casts Hateful Bolt much more quickly all the while taking 250% more damage from all attacks. At this point we focus on keeping the MT and the Hateful Bolt target alive, and nuking the boss down to 0.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1493</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1493"/>
				<updated>2007-02-08T07:57:33Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progrss through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, cleanse the MT and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest or holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,500 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out.&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every few seconds and causes over 4,000 damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and takes 250% more damage from all attacks. At this point we focus on keeping the MT alive and nuking the boss down to 0.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1492</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1492"/>
				<updated>2007-02-08T07:56:06Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: /* Bosses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progrss through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, cleanse the MT and bear in mind he will randomly charge people so spread out as much as possible.&lt;br /&gt;
&lt;br /&gt;
'''Moroes'''&lt;br /&gt;
&lt;br /&gt;
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest or holy priest.&lt;br /&gt;
&lt;br /&gt;
3 of the adds need to be crowd controlled (shackle, hunter trap) and one will be killed (one of the casters). We will then either kill another add or attack the boss, depending upon the raid setup (all remaining adds must be kept in crowd control for the duration of the fight)&lt;br /&gt;
&lt;br /&gt;
The boss himself hits rather hard, he is a rogue. He will gouge the MT and so we have an OT who is building up aggro ready to take over when he does gouge. He also blinds which can be removed with cleanse or abolish poison. Occasionally he will vanish and appear behind someone after hitting them with garotte. This DoT can be removed with BoP, ice block, divine shield but nothing else and ticks for 1,500 every 3 seconds for 5 minutes! It is important the garotted people get heals. &lt;br /&gt;
&lt;br /&gt;
After DPSing him to 20% or so, he gets a +20% damage enrage which shouldn't be a problem if all has gone OK. After he dies then we kill the remaining adds.&lt;br /&gt;
&lt;br /&gt;
'''Maiden of Virtue'''&lt;br /&gt;
&lt;br /&gt;
An easy boss.&lt;br /&gt;
&lt;br /&gt;
We tank her in the middle, the ranged spread out around the pillars, in range of healers but not close to eachother. She will regularly cast &amp;quot;consecration&amp;quot; which is very weak but also silences making healing impossible if you're too close to her. She does holy wrath which jumps between players too close to eachother, hence the reason for spreading out.&lt;br /&gt;
&lt;br /&gt;
She also does holy fire which leaves a nasty DoT which must be cleansed, as well as repentance which will stun the ranged for a short time.&lt;br /&gt;
&lt;br /&gt;
It is basically a case of dispelling holy fire, healing melee and staying spread out. &lt;br /&gt;
&lt;br /&gt;
'''The Big Bad Wolf'''&lt;br /&gt;
&lt;br /&gt;
One of the 3 possible events at the Opera House. &lt;br /&gt;
&lt;br /&gt;
This guy activates after you tell grandmother &amp;quot;Oh grandmother, what big ears you have!&amp;quot; and the MT picks him up and pulls him to the far end of the room, away from the ranged who group close to eachother.&lt;br /&gt;
&lt;br /&gt;
He will transform 1 player into Red Riding Hood, wipe all aggro and start chasing them. Red Riding Hood gets +50% run speed but -100% armor whilst debuffed, and they have to kite the Big Bad Wolf around the room, healers should be paying sole attention to keeping Red Riding Hood alive until the debuff goes.&lt;br /&gt;
&lt;br /&gt;
He will then return to MT, and occasionally fear going to the ranged DPS who run to the MT so they can get aggro back before making someone Red Riding Hood again.&lt;br /&gt;
&lt;br /&gt;
As long as we keep Red Riding Hood alive then there should be no problems. &lt;br /&gt;
&lt;br /&gt;
'''The Curator'''&lt;br /&gt;
&lt;br /&gt;
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.&lt;br /&gt;
&lt;br /&gt;
Instead we kill his adds which come every 10 seconds and cast chain lightining to people in melee range (stay spread out!). Each add he creates makes him lose mana, and it is important we kill them fast to avoid being overwhelmed. When he is OOM he takes 250% more damage from all attacks whilst he channels evocation, at that point we all nuke the boss as much as possible before returning to add killing duty when his mana is back to full.&lt;br /&gt;
&lt;br /&gt;
The second person on the bosses aggro will get hit with Hateful Bolt which casts every 3 seconds and causes over 4,000 damage. It will be obvious who has been hit with it, and they must be healed!&lt;br /&gt;
&lt;br /&gt;
At 10% he enrages with increased damage, stops summoning adds and takes 250% more damage from all attacks. At this point we focus on keeping the MT alive and nuking the boss down to 0.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1489</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1489"/>
				<updated>2007-02-06T08:33:08Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Category:Nemetos]]'' &lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progrss through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, cleanse the MT and bear in mind he will randomly charge people so spread out as much as possible.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1488</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1488"/>
				<updated>2007-02-06T08:31:58Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting and the activation can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progrss through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
&lt;br /&gt;
'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
&lt;br /&gt;
The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
&lt;br /&gt;
This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
&lt;br /&gt;
We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, cleanse the MT and bear in mind he will randomly charge people so spread out as much as possible.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

	<entry>
		<id>https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1487</id>
		<title>Karazhan</title>
		<link rel="alternate" type="text/html" href="https://www.terranovagaming.com/wiki/index.php?title=Karazhan&amp;diff=1487"/>
				<updated>2007-02-06T08:31:03Z</updated>
		
		<summary type="html">&lt;p&gt;Crank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Located in Deadwind pass, Karazhan will likely be the first level 70 raid instance you encounter. As with any raid instance it has a raid timer so you can only enter one instance per week. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
You need The Master's Key to enter. Firstly you need to complete the two soloable quests outside Karazhan then you set about creating the key by collecting fragments of it.&lt;br /&gt;
&lt;br /&gt;
'''First Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is located at the end of the Shadow Labryinth, to the left of Murmur.&lt;br /&gt;
&lt;br /&gt;
'''Second Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses&lt;br /&gt;
&lt;br /&gt;
'''Third Key Fragment'''&lt;br /&gt;
&lt;br /&gt;
This is in the room where you encounter the Negaton Warpmasters after the first boss&lt;br /&gt;
&lt;br /&gt;
'''Activating the key''' &lt;br /&gt;
&lt;br /&gt;
Talk to Medivh after completing The Black Morass to activate the key and finish the quest&lt;br /&gt;
&lt;br /&gt;
'''Note: '''all of the key collecting can be done by entering someone elses instance if you're rushed for time.&lt;br /&gt;
&lt;br /&gt;
== The Violet Eye ==&lt;br /&gt;
&lt;br /&gt;
As you progrss through the dungeon killing bosses and trash mobs you'll gain reputation with The Violet Eye. They have a couple of items for sale, but mostly you'll want to pick up the free ring you get once you're friendly. This is upgraded to epic at honoured and upgraded further beyond that. As with Ahn'Qiraj you have a choice of melee dps, ranged dps, healing and tanking rings which can't be changed (at least initially) so choose carefully!&lt;br /&gt;
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== Bosses ==&lt;br /&gt;
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'''Attumen The Huntsman and Midnight'''&lt;br /&gt;
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The hard part about this boss is the trash before it. It is on a 30 minute respawn but is quite trivial, especially if you have a couple of priests to shackle and a hunter. Just be careful about the horses fear and the patrols. Bear in mind wipes need to be avoided as any respawned trash will aggro once you engage the boss.&lt;br /&gt;
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This fight will firstly involve the off-tank on the horse, Midnight, with him facing it to the wall to avoid the melee dps being cleaved. After a short while the boss will come, which is tanked by the main tank, to the left of where the off-tank has Midnight.&lt;br /&gt;
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We DPS the horse to 25%, dispelling the magic debuff the main tank gets. At 25% aggro is wiped, and Attumen gets on his horse. Aggro is wiped clean so we let the main tank establish aggro on the boss who is now back at 100% health. It is pretty straightforward just keep the boss faced away from the raid, cleanse the MT and bear in mind he will randomly charge people so spread out as much as possible.&lt;/div&gt;</summary>
		<author><name>Crank</name></author>	</entry>

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