Karazhan
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World of Warcraft: Karazhan
Karazhan is a ten man raid instance located in Deadwind Pass. It's a great place to load up on badges and gear to start you on your way to tier 5 twenty-five man raid instances.
There are eleven main bosses in addition to the rarely bothered with animal bosses. Out of the eleven main bosses, only 5 are required to finish the instance but most raids will kill the optional ones as well for more loot and badges.
There are eleven main bosses in addition to the rarely bothered with animal bosses. Out of the eleven main bosses, only 5 are required to finish the instance but most raids will kill the optional ones as well for more loot and badges.
Karazhan Bosses
Strategy Guides, How To Videos and Loot Lists
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The History of Karazhan
The land that Karazhan was built on was said to be similar in shape to a human skull but it is unknown who the builder was. Presumably the tower was built to take advantage of the weakened fabric of reality that occured when an explosion carved out deadwind pass. Much of the history of Karazhan was featured in the Warcraft novel, "The Last Guardian".
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Attumen the Huntsman
Phase 1The Tank charges Midnight and starts building up aggro. After around 10 seconds, melee and ranged DPS should start in and the healers should try to hold off until this point as much as possible without putting the raid at risk.
When Midnight is at 95%, Attumen the Huntsman spawns. At that moment the tank (if a warrior) uses Thunderclap and switches target to Attumen. The tank should use Disarm whenever possible and turn Attumen's back towards the raid. After he has enough aggro he should switch every now and then from Midnight to Attumen so that he holds aggro on both targets. Phase 1 is over when Midnight is on 25%.
Phase 2
When Attumen mounts Midnight, the tank should already be at 100% health and he should not be healed at that moment. Healing the tank will cause the healer to get aggro, die by a quick attack, and this can cause a wipe. The tank should put aggro up fast and use Demoralising Shout, Disarm and Shield Block whenever these abilities are ready or when Demoralising Shout runs out.
In this phase he will periodically perform a charge attack on the person closest in range. Make sure that your chosen player to take this charge is closest to Attumen after the tank.
Healers should focus on the Tank and the Tank only, and after a charge should promptly heal the charged person. The rest of the raid group should not need any healing because they should not get hit by Attumen at all.
Class Notes
Healers: Keep healing on the Tank at all times. The rest of the raid should take no healing at all, unless they get Cleaved, or in second phase get charged.
Ranged DPS: DPS Midnight. Mages should keep an eye open for curses so that you can decurse right away.
Melee DPS: DPS Midnight.
Source: Bosskillers
Attumen How To Video
Moroes
The fight starts as the main tank and off tank pull Moroes away from the rest of the group. They will continue to tank Moroes alone until all but one of the adds are eliminated.Adds
Moroes will spawn with a random 4 out of 6 possible monsters to fight with him:
Baron Rafe Dreuger - offensive paladin, dispels and blesses his group.
Baroness Dorothea Millstipe - shadow priest, casts mana burn
Lady Catriona Von'Indi - holy priest, heals and dispels.
Lady Keira Berrybuck - holy paladin, heals, dispels, and blesses her group.
Lord Crispin Ference - prot warrior, tough to kill due to his high hitpoints.
Lord Robin Daris - mortal strike warrior, does AoE damage, hits very hard.
The key to this fight is crowd control, and selective killing of the most dangerous adds for your group. Moroes's adds may be shackled and feared by paladins, as well as ice trapped by hunters. Use your crowd control abilities wisely and kill off the priest so she doesn't mana burn or heal her friends. Also crippling and/or mind-numbing poison help out on the adds chosen to be killed.
Moroes
After the adds have been taken care off, the raid can move on to killing Moroes who is relatively easy to control. Mostly you need to watch out for the garrote that comes right after the vanish.
Moroes' abilities:
Melee - 1600-2500 on tanks
Vanish - Doesn't wipe aggro, lasts 2-3 seconds.
Garrote - Moroes will garrote a random person in the raid after his vanish, doing 1000 HP damage per 3 seconds for 5 minutes, meaning you will need to either remove it via ice block, stoneform, divine shield, or heal through it.
Blind - He will sometimes blind a random melee person on him. It can be done on a tank. Can be dispelled.
Gouge - Gouges the highest person on threat then goes for the second highest.
Enrage - He will enrage at 30%, obtaining a damage buff.
Moroes How To Video
Maiden of Virtue
The Maiden of Virtue's main abilities consist of repentance (stunning you for 5-6 seconds) and Holy Fire and Wrath cast on random party members. For this to be minimized and not cause a wipe, you will need to spread out. Assign DPS to spread all across the room so that ranged DPS is separated from each other, yet in range for heals (healers should spread out too).Once everyone is spread out in her circle-shaped room, it's time for the pull - the tank should tank her right where she is at, and melee should follow close behind him to do their job. Ranged should attack her normally but be mindful of Holy Fire and Repentance, she will use them on everyone yet they can be broken several ways:
- Berserker Rage will break or make the tank immune to repentance, same for Hunters with Beast Within.
- Blessing of Sacrifice will break both paladin and tank out of it early thanks to damage sharing.
Make sure to have healers capable of decursing and avoid to have 2-3 people in one same spot to avoid Holy Wrath from chaining too high and doing massive damage to your party!
Grounding totems can help keep the Holy Fires down should you have 2 shamans doing them constantly.
Make sure to always have everyone in range of a cleanser! this is a must, since Holy Fire deals a lot of damage and should be removed as soon as possible.
Source: Ten Ton Hammer
Maiden of Virtue How To Video
World of Warcraft Dungeon Strategy Guide - Available at Amazon.com
Wizard of Oz
Dorothee will attack the raid first, but isn't tankable. Have your tank watch out for Tinhead and Roar initially, Tinhead will begin to rust over time and will be able to be kited once enough rust has gathered, and Roar is able to be feared around by priests, hunters, or warlocks to keep him under control.
Strawman should be killed first since he's prone to fire damage and to be quickly killed, those without fire damage can attack Dorothee - once Dorothee and Strawman are dead, kill Tito off, and regain control of Roar, move him away from the raid so people don't get feared, and have a second tank ready to pick him up once he uses his AoE fear.
Finally, kill off Tinman.
Once every monster is dead, the Crone will appear - send your main tank in, and spread out to avoid her Chain Lightning and Cyclones. Watch out for her cyclones and burn her down as fast as possible, she does not have a lot of health.
Source: Ten Ton Hammer
Strawman should be killed first since he's prone to fire damage and to be quickly killed, those without fire damage can attack Dorothee - once Dorothee and Strawman are dead, kill Tito off, and regain control of Roar, move him away from the raid so people don't get feared, and have a second tank ready to pick him up once he uses his AoE fear.
Finally, kill off Tinman.
Once every monster is dead, the Crone will appear - send your main tank in, and spread out to avoid her Chain Lightning and Cyclones. Watch out for her cyclones and burn her down as fast as possible, she does not have a lot of health.
Source: Ten Ton Hammer
Wizard of Oz How To Video
Big Bad Wolf
Have your tank build threat as usual at the start, watch out for his fears every half a minute and DPS him down. When he casts the Little Red Riding Hood debuff (see below) on someone, have that person run and heal them so they live!
Also, call off most if not all DPS on the wolf while this transformation is going on, since your tank will likely not have time to continue building aggro until the wolf stops chasing Red Riding Hood.
Little Red Riding Hood - Turns a random member of your raid into a small red gnome girl. You cannot attack or use spells, your armor and resistances are also reduced to 0. The Big Bad Wolf will stop attacking the main tank and go after this person, as the little red riding hood you must run from him in a full circle quickly, avoiding being hit by him until the transformation wears off.
Once it does, the wolf will go back to the tank or whoever has highest aggro. If you are a rogue and get this debuff you can vanish just need to stay away from him instead of running around.
Source: Ten Ton Hammer
Also, call off most if not all DPS on the wolf while this transformation is going on, since your tank will likely not have time to continue building aggro until the wolf stops chasing Red Riding Hood.
Little Red Riding Hood - Turns a random member of your raid into a small red gnome girl. You cannot attack or use spells, your armor and resistances are also reduced to 0. The Big Bad Wolf will stop attacking the main tank and go after this person, as the little red riding hood you must run from him in a full circle quickly, avoiding being hit by him until the transformation wears off.
Once it does, the wolf will go back to the tank or whoever has highest aggro. If you are a rogue and get this debuff you can vanish just need to stay away from him instead of running around.
Source: Ten Ton Hammer
Big Bad Wolf How To Video
Romulo and Julianne
This event has you fight Julianne alone first, then Romulo alone, and finally both together.
Abilities
Julianne
Eternal Affection - Heals a great amount of HP to herself or an ally. Interrupt at all costs. 2 second cast.
Powerful Attraction - Stuns for 6 seconds, 1.5 second cast.
Blinding Passion - Holy. 6000 holy damage over 15 seconds to someone, with 1500 dealt as direct damage initially.
Devotion - Holy damage and casting time increased by 50% - dispel this quickly before it becomes a problem.
Romulo
Backward Lunge - strikes at an enemy behind him for quite a bit of damage
Deadly Swathe - strikes enemies infront of him for ~2000-3000, up to 3 enemies.
Poisoned Thrust - Lowers stats by 10%, can stack - this ability can be de-poisoned.
Daring - Romulo's version of Devotion, 35% increased damage output and casting time, dispel quickly.
Strategy
For the first two phases, it is recommended you hold back your mana and attacks and burn both of them down moderately slow so you don't waste a lot of DPS/Healer mana, and as the third phase starts, spread both of them away from each other, and have melee focus on Julianne, and casters on Romulo.
Once they're both very low on health, you must kill them both quickly and within 10 seconds of each other, or they will revive with full health. Make sure to be coordinated perfectly or you will suffer!
Source: Ten Ton Hammer
Abilities
Julianne
Eternal Affection - Heals a great amount of HP to herself or an ally. Interrupt at all costs. 2 second cast.
Powerful Attraction - Stuns for 6 seconds, 1.5 second cast.
Blinding Passion - Holy. 6000 holy damage over 15 seconds to someone, with 1500 dealt as direct damage initially.
Devotion - Holy damage and casting time increased by 50% - dispel this quickly before it becomes a problem.
Romulo
Backward Lunge - strikes at an enemy behind him for quite a bit of damage
Deadly Swathe - strikes enemies infront of him for ~2000-3000, up to 3 enemies.
Poisoned Thrust - Lowers stats by 10%, can stack - this ability can be de-poisoned.
Daring - Romulo's version of Devotion, 35% increased damage output and casting time, dispel quickly.
Strategy
For the first two phases, it is recommended you hold back your mana and attacks and burn both of them down moderately slow so you don't waste a lot of DPS/Healer mana, and as the third phase starts, spread both of them away from each other, and have melee focus on Julianne, and casters on Romulo.
Once they're both very low on health, you must kill them both quickly and within 10 seconds of each other, or they will revive with full health. Make sure to be coordinated perfectly or you will suffer!
Source: Ten Ton Hammer
Romulo and Julianne How To Video
Curator
Abilities Melee attack - ~3000 on the tank
Astral Flare Summon - A flare with spawns with ~12k HP, uses chain lightning for ~700 damage, can be tanked but not taunted, melees for arcane damage. Spawns it every 10 seconds until it is out of mana.
Hateful Bolt - An attack that does 4000-5000 arcane damage to the second highest in threat.
Evocation - When the Curator runs out of mana, it will use evocation, allowing him to take up to 200% damage during this phase.
Enrage - At 15%, he will enrage, increasing his attack speed and damage, but will not summon more Astral Flares. Will use bolts more often.
Berserk - 12 minute timer, will kill the raid if he uses it.
Strategy
Select your main tank and hateful bolt offtank. These two must maintain high threat on the curator. As you pull all your DPS should focus on the flares he summons, while waiting for it to run out of mana. After a few spawns, the curator will enter evocation mode. Finish off all remaining flares and dps him as hard as you can during this phase.
During the fight, the Curator summons an add every 10 seconds until it's out of mana, and then recharges with an Evocation. Since each add costs 10% of its mana this means that there are 10 adds between Evocations. During the Evocations (which last 20 seconds each) it deals no damage, resets its target lists, and will take 200% damage from all attacks.
The first priority in the fight is to get the adds under control. The main damage to the boss is done during Evocations. It is advisable to focus on killing the adds as they are summoned, and damage the curator only while it is casting Evocation. The Curator can also be attacked during the summoning phase if the current flare is dead, but the party must be ready pick up the next one summoned.
During the evocation phase, it won't attack, so you can maximize your DPS then - pop trinkets, cooldowns, and let him have it!
Source: Ten Ton Hammer
Curator How To Video
Shade of Aran
AbilitiesFrostbolt - 3 seconds cast time, ~4000 damage and slowing effect
Fireball - 3 seconds cast time, ~ 4000 damage
Arcane Missiles - Channeled for 5 seconds, 1500 damage each, totalling 7500 damage
Slow - reduces movement speed for 10 seconds
AoE Counterspell - 10 yards from Aran, does it very often, watch out for it if a caster.
Flame Wreath - 5 second cast, makes 3 raid members have a fiery aura. If anyone touches this aura from inside or outside, everyone suffers 8000-9000 fire damage, it is very important not to move when this is active.
Blizzard - 1700 damage per tick, don't be near it, moves in a circular motion throughout the room.
Arcane Explosion - pulls everyone close to him, casts slow and charges an arcane explosion, walk out of this fast to the corners or you will die.
Water Elementals - at 40%, he summons 4 water elementals that do 1000-2000 waterbolts for 40 seconds or until they die. Banish, and fear is suggested.
Mana Recovery - When the Shade of Aran is under 30% mana, he will polymorph the whole raid and begin drinking, then pyroblast the whole raid for 7000 fire damage. If he is interrupted while drinking, he will use a pot and do the pyroblast anyway. Only does this once per battle, next time he will just use a mana pot and continue.
If you take more than 15 minutes to kill him, he will wipe the raid with his Shadows of Aran move.
Strategy
Spread your raid out, and have your melee take turns interrupting his normal casts except for Arcane Missiles, since this is easily healable. Go all out, since the Shade of Aran has no aggro table and will be attacking random people in the raid. Aran should be fought at the middle by Melee.
Every 30 seconds, he will cast either Blizzard or Flamewreath. For Blizzard, designate a raid member to follow around behind the Blizzard so you do not get hit. If you're getting hit, head to the center to the other side, you will be counterspelled, but you will survive the Blizzard.
Flamewreath just make sure to stay in place and not move. If you explode, someone moved! You may cast spells and bandage during this, but not move.
When he pulls everyone to him for Arcane Explosion, just move out to the sides to avoid it as quickly as possible. You will be slowed, but you have time to get to the edge of the room.
Ideally, try to either kill him fast enough so he is nowhere near empty mana-wise when 40% hits so you can deal with the elementals (they have 10,000 HP each if you want to try and kill them, or just banish/fear), or wait until he runs out to head to the 40% mark. Once he polymorphs and drinks, everyone must use their healthstone as they get hit with the pyroblast or risk being targetted randomly and dying!
Once the elementals are done, just continue normally until he's dead. The elemental spawn is the hard part of the fight, should you conquer that and master staying alive, this boss will not be a problem.
Source: Ten Ton Hammer
Shade of Aran How To Video
Terrestian Illhoof
Illhoof and his imp Kil'rek will aggro when you pull him. About ten seconds after you start, two portals will open in the corners of the room and imps will start pouring out at a steady rate for the entire fight. If Kil'rek is killed he will respawn after 45 seconds and rejoin the fight. Occasionally Illhoof will sacrifice someone and place them in chains in the middle of the room.Have one tank pick up Illhoof and tank him near the imps and the other tank pick up Kil'rek. Start AoEing down the imps which will also damage Illhoof if he is close enough. Warlocks seem to work best at this.
When someone is sacrificed, demon chains should be destroyed as soon as they appear. Not only do they deal damage to the player being sacrificed, they also heal Illhoof. Mages can use ice block and paladins can use divine shield to get out of the chains.
Terrestian Illhoof How To Video
Netherspite
Netherspite alternates between two phases in this fight, portal phase and banish phase.
Portal Phase
Three beams will spawn from fixed locations in the room. If the beams are allowed to hit Netherspite they grant him stacking buffs that will strengthen and heal him. The beams must be blocked by players and those players will receive the beneficial and harmful effects from the beams. The positive effects are helpful but the negative effects make it difficult for one player to take it for the entire time.
The effects of the beams are:
Red:Tank Beam
- Lasts for 10 seconds after leaving the beam
When it hits netherspite:
- Damage taken is reduced by 1% per tick
When it hits a player:
- Netherspite will aggro you
- Damage taken is reduced by 1% per tick
- Defense is increased 5 per tick
- Health is increase and replenished every tick
Green:Healer beam
- Lasts for 10 seconds after leaving the beam
When it hits netherspite:
- Heals for +4000 health per tick
When it hits a player:
- Healing done is increased by 5% per tick
- Spell and ability cost reduced by 1% per tick
- Maximum mana reduced by 200 then stacks until your total mana is 0
- Mana is restored to the new maximum with each tick
Blue:DPS Beam
- Lasts for 8 sec after leaving the beam
When it hits netherspite:
- +1% spell damage increase per tick
When it hits a player:
- Damage dealt is increased by 5% per tick
- Healing received reduced by 1%
- Damage taken by spells is increased by 8%
Once a buff "ticks out" (player leaves the beam long enough to lose the debuff - 8-20 sec), another debuff is applied to the player called Nether Exhaustion, which prevents him from intercepting that color beam for the next 1 minute and 30 seconds. Alternate in and out of the beams as necessary until banish phase begins.
Banish Phase
There are two techniques for handling the Banish phase.
One technique is to leave Netherspite at the door with the designated red-beam tank for the next Portal phase and one healer. Everyone else runs to the far side of the room, by the telescope. The tank faces Netherspite toward the door, and the healer stands to the side. The players on the far side of the room bandage up and recover mana. This is generally the easiest maneuver.
The second technique is to make a tight circle around Netherspite and continue attacking. Non-tanks stay out of melee range. When he faces a player to perform a Netherbreath, everyone runs to his tail. If executed quickly and properly, this prevents anyone from getting hit, and Netherspite dies more quickly this way.
Netherspite does not always leave the Banish phase immediately when his cooldown is up. Do not run back to him too soon.
Source: WoWWiki
Portal Phase
Three beams will spawn from fixed locations in the room. If the beams are allowed to hit Netherspite they grant him stacking buffs that will strengthen and heal him. The beams must be blocked by players and those players will receive the beneficial and harmful effects from the beams. The positive effects are helpful but the negative effects make it difficult for one player to take it for the entire time.
The effects of the beams are:
Red:Tank Beam
- Lasts for 10 seconds after leaving the beam
When it hits netherspite:
- Damage taken is reduced by 1% per tick
When it hits a player:
- Netherspite will aggro you
- Damage taken is reduced by 1% per tick
- Defense is increased 5 per tick
- Health is increase and replenished every tick
Green:Healer beam
- Lasts for 10 seconds after leaving the beam
When it hits netherspite:
- Heals for +4000 health per tick
When it hits a player:
- Healing done is increased by 5% per tick
- Spell and ability cost reduced by 1% per tick
- Maximum mana reduced by 200 then stacks until your total mana is 0
- Mana is restored to the new maximum with each tick
Blue:DPS Beam
- Lasts for 8 sec after leaving the beam
When it hits netherspite:
- +1% spell damage increase per tick
When it hits a player:
- Damage dealt is increased by 5% per tick
- Healing received reduced by 1%
- Damage taken by spells is increased by 8%
Once a buff "ticks out" (player leaves the beam long enough to lose the debuff - 8-20 sec), another debuff is applied to the player called Nether Exhaustion, which prevents him from intercepting that color beam for the next 1 minute and 30 seconds. Alternate in and out of the beams as necessary until banish phase begins.
Banish Phase
There are two techniques for handling the Banish phase.
One technique is to leave Netherspite at the door with the designated red-beam tank for the next Portal phase and one healer. Everyone else runs to the far side of the room, by the telescope. The tank faces Netherspite toward the door, and the healer stands to the side. The players on the far side of the room bandage up and recover mana. This is generally the easiest maneuver.
The second technique is to make a tight circle around Netherspite and continue attacking. Non-tanks stay out of melee range. When he faces a player to perform a Netherbreath, everyone runs to his tail. If executed quickly and properly, this prevents anyone from getting hit, and Netherspite dies more quickly this way.
Netherspite does not always leave the Banish phase immediately when his cooldown is up. Do not run back to him too soon.
Source: WoWWiki
Netherspite How To Video
Chess Event
The pieces from the event behave very differently from real chess pieces, in particular player-controlled pieces autoattack enemy pieces they face, and the Kings are actually the strongest pieces in the game. The objective is to kill the enemy King without losing one's own King. If the game is won, a Dust Covered Chest appears with loot.
Players take control of a piece by talking to it. They will then gain a pet bar that has a variety of abilities used to move, attack or heal.
A reasonable kill order is to deal with the enemy healers first, then the queen, and finally the king. The friendly healers should move only very little, and concentrate on keeping the king and the queen at top health.
One strategy is to have 4 players move the middle pawns in front of the king, queen and both knights as far as needed, then release control of the pawn and take over their "real" piece. As soon as holes in the pawn line appear, attack with the player controlled pieces.
Players take control of a piece by talking to it. They will then gain a pet bar that has a variety of abilities used to move, attack or heal.
A reasonable kill order is to deal with the enemy healers first, then the queen, and finally the king. The friendly healers should move only very little, and concentrate on keeping the king and the queen at top health.
One strategy is to have 4 players move the middle pawns in front of the king, queen and both knights as far as needed, then release control of the pawn and take over their "real" piece. As soon as holes in the pawn line appear, attack with the player controlled pieces.
Chess Event How To Video
Prince Malchezaar
The encounter with Prince Malchezaar has three phases:Phase 1
Phase one starts when Malchezaar aggroes. The tank should fight with his back against the wall to avoid knockback. Prince will start summoning infernals that will drop and start continuously casting an AoE when they land. The infernals are stationary and must be avoided by the raid.
Malchezaar will also periodically cast enfeeble on five players chosen at random excluding the tank. Enfeeble reduces your health to 1 for 7 seconds, so any damage taken is instant death. Stay 30 yards away from Prince during enfeeble to avoid the shadow nova and watch out for the infernals. If you start to get cornered by infernals try to move the raid to a safer area.
Phase 2
Phase 2 starts when Malchezaar is at 60% health. He warps in axes which increase his damage and also starts using an ability called Thrash. Thrash can deal up to 12000 damage in a second and Prince will use it unpredicatably so make sure to keep the tank healed. Enfeeble and the infernals continue in phase 2.
Phase 3
Phase 3 begins when Prince is at 30% health. Melee damage is returned to phase one levels and Prince stops using enfeeble and thrash. He will continue casting shadow nova and throwing flying axes and random raid members. The infernal will be dropping at a much faster rate (every 15 seconds) so go all out and kill him as soon as possible.
Prince Malchezaar How To Video
Nightbane
Nightbane has two phases that he will alternate between during the fight, ground phase and flight phase.
Ground Phase
The tank should stand with his back against the outside wall to keep Nightbane's Cleave and Smoldering Breath away from the raid. Melee dps should avoid standing behind Nightbane because he has a Tail Sweep ability. Ranged dps should stay as far away as possible from Nightbane in an effort to avoid the Fear ability. Fear ward should be used if possible, if not the tank will have to stance dance to avoid the fear. All dps and healers need to be aware of Charred Earth which appears under a random player and causes 3000 fire damage per second in a 5 yard radius.
Flight Phase
Flight phase begins when Nightbane is at 75%, 50% and 25% health. He will fly into the air and cast Rain of Bones which targets a player and bombards the area with bone fragments as well summon 5 skeletons. Nightbane also shoots a Smoking Blast at the player with the highest threat when he enters flight phase. This is very healer intensive as you need to focus on the player getting blasted as well as ensure the dps stays up to kill the 5 skeletons.
Transition Between Phases
Ten seconds before Nightbane lands all members should fall back into their original positions and ideally all the skeletons should be dead by this point. If you have one or two up drag them to your positions with you killing them on the way. Let the tank get good aggro and continue with ground phase until flight phase begins again.
The most important part of this fight is the transition between ground phase and flight phase when the tank must reestablish aggro so a Hunters misdirection can be very useful.
Ground Phase
The tank should stand with his back against the outside wall to keep Nightbane's Cleave and Smoldering Breath away from the raid. Melee dps should avoid standing behind Nightbane because he has a Tail Sweep ability. Ranged dps should stay as far away as possible from Nightbane in an effort to avoid the Fear ability. Fear ward should be used if possible, if not the tank will have to stance dance to avoid the fear. All dps and healers need to be aware of Charred Earth which appears under a random player and causes 3000 fire damage per second in a 5 yard radius.
Flight Phase
Flight phase begins when Nightbane is at 75%, 50% and 25% health. He will fly into the air and cast Rain of Bones which targets a player and bombards the area with bone fragments as well summon 5 skeletons. Nightbane also shoots a Smoking Blast at the player with the highest threat when he enters flight phase. This is very healer intensive as you need to focus on the player getting blasted as well as ensure the dps stays up to kill the 5 skeletons.
Transition Between Phases
Ten seconds before Nightbane lands all members should fall back into their original positions and ideally all the skeletons should be dead by this point. If you have one or two up drag them to your positions with you killing them on the way. Let the tank get good aggro and continue with ground phase until flight phase begins again.
The most important part of this fight is the transition between ground phase and flight phase when the tank must reestablish aggro so a Hunters misdirection can be very useful.
Nightbane How To Video
Karazhan Boss Loot
- Attumen Loot
- Item Level 115
- Moroes Loot
- Item Level 115
- Maiden of Virtue Loot
- Item Level 115
- Wizard of Oz Loot
- Item Level 115
- Big Bad Wolf Loot
- Item Level 115
- Romulo & Julianne
- Item Level 115
- Curator Loot
- Item Level 115
Tier 4 Glove Token - Shade of Aran
- Item Level 115
- Terrestian Illhoof Loot
- Item Level 115
- Netherspite Loot
- Item Level 115
- Chess Event Loot
- Item Level 115
- Prince Malchezaar Loot
- Item Level 125
Tier 4 Helm Token - Nightbane Loot
- Item Level 115
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