Karazhan
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Introduction
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.
Attunement
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.
First Key Fragment
This is located at the end of the Shadow Labryinth, to the left of Murmur.
Second Key Fragment
You'll find this at the bottom of the water which follows the bridge as you head to the second and third bosses
Third Key Fragment
This is in the room where you encounter the Negaton Warpmasters after the first boss
Activating the key
Talk to Medivh after completing The Black Morass to activate the key and finish the quest
The Violet Eye
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!
Bosses
Attumen The Huntsman and Midnight
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.
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.
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.
Moroes
This boss comes with 4 undead adds which are a combination of retibution paladin, holy paladin, warrior, MS warrior, shadow priest and holy priest.
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)
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.
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.
Maiden of Virtue
An easy boss.
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 "consecration" 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
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.
It is basically a case of dispelling holy fire, healing melee and staying spread out.
The Big Bad Wolf
One of the 3 possible events at the Opera House.
This guy activates after you tell grandmother "Oh grandmother, what big ears you have!" 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.
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.
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.
As long as we keep Red Riding Hood alive then there should be no problems.
The Curator
This boss has 1,000,000 HP and we won't kill him in time be straightforward DPS.
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.
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!
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.
This is a long fight and requires alot of healing!
Terestian Illhoof
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.
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.
Shade of Aran
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.
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.
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.
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.
It is important his health stays close to his mana as we won't survive many mass polymorphs and pyroblasts.