Karazhan
Attumen
Abilities
- AoE Curse (tank away from group)
- Cleave (frontal only)
- Charge (not if everyone’s close)
The Fight
- OT pulls Midnight
- at 95% Attumen spawns, MT picks him up
- kill Midnight
- Attumen mounts Midnight
- everyone cuddle directly behind Attumen (to avoid charges)
Moroes
Abilities
- Blind (2nd on Aggrolist)
- Stun (1st on Aggrlist, attacks #2 on Aggrolist)
- Vanish (a couple seconds, then: Gauge)
- Gauge (5min DoT 333dps, removable only by Iceblock or Pally)
The Fight
- Add with highest longevity: {diamond} CC1 (Shackle), hold for the whole fight, 5th Target
- Add with 2nd most longevity: {square} CC2 (Shackle od. Icetrap), 3rd Target
- Add with 3rd most longevity: {triangle} CC3 (Icetrap or kite with slows, debuffs, etc.), 2nd Target
- Healer: {skull} nuke (untanked)
- Moroes {circle} OT + MT
!! Don’t outhreat any of the two tanks (see Stun!)
Maiden
Abilities
- Holy Ground (like Pally, AE around her, ~100 dps)
- Holy Fire (init. dmg + GIANT-DoT)
- Holy Wrath (chain lightning)
- Repentance (10sec raid stun, breaks with dmg)
The Fight
- ranged DPS spread out around the room (chain lightning)
- pull and tank in the very center, where she stood before
- ranged DPS move towards center (dispelling LoS)
- melee spread out as far as possible (chain lightning, her hitbox is huge)
- Repentance: Have HoTs on the MT, or keep a healer really close and move Maiden so holy ground breaks that healer’s repentance, or have a pally with the dmg-sharing-seal to heal through those 10 secs
Opera: Little Red Riding Hood (The Bad Wolf)
Abilities
- AoE-Fear
- Stun (very short, can be ignored)
- Little Red Riding Hood (transforms 1 rnd. raid member, 0 armor, higher moving speed, autom. has aggro)
The Fight
- fight starts when talking to granny
- raid get to the front left corner of the stage
- MT move Wolf to the front right corner
- whoever becomes LRRH try to outrun the wolf in a circle around the stage, not being hit
- spamheal LRRH
- don’t outhreat MT during LRRH-chase
Opera: Romulo & Julianne
Abilities Julianne
- Powerful Attraction (6sec Stun)
- Holy (heal for ~50000)
- Devotion (dmg & speed +50%)
- Blinding Passion (2500dmg +3sec DoT with 1000dps)
Abilities Romulo
- Poisoned Thrust (aggroholder, stacks, all stats -10%, dispellable)
- Daring (dmg & speed +50%)
- Backward Lunge (backwards cleave, 4000dmg)
- Deadly Swathe (frontal cleave, 3500dmg)
The Fight
Phase 1: Julianne
- tank at left wall
- remove buff (dispell or steal)
- interrupt heal (this is crucial)
- when she screams stop dmg, MT move to center of stage
- Romeo spawns
Phase 2: Romulo
- tank at right wall
- remove buff (dispell or steal)
- remove poison from MT (this is crucial)
- melee get behind him (backwards cleave occurs less often)
- at 5% OT moves to Julianne
- when Romeo dies, both resurrect
Phase 3: Romulo & Julianne
- ranged dps hit Romulo
- melee hit Julianne
- remove both their buffs
- interrupt Juliann’es heals (this is crucial)
- at 8% stop dmg and balance dmg on both
- kill them within 10 seconds (Julianne first)
Opera: The Wizard of Oz
Abilities Dorothee
- untankable
- Frostbolt (2300 frost-dmg)
- summons Tito (a dog)
Abilities Tito
- Silence (2 sek)
Abilities Strawman
- firespells daze him for 6 sec.
Abilities Roar
- can be feared (beast, hunter-fear!)
- reduce armor (-5000)
- AoE fear (max. 3 players)
Abilities Tinhead
- rust (debuff, stacks over time, slows him)
- frontal cleave (max. 3 players)
Abilities The Crone
- whirlwind (moves around, throws players in the air, only falldamage)
- chain lightning
The Fight
Phase 1: Chaos
- Dorothee, Strawman, Roar & Tinhead on stage
- Dorothee (Target 1) attacks – nuke untanked
- Tito (Target 2) OT
- Roar (Target 3) MT (fearlock if available)
- Strawman (Target 4) CC with fire spells
- Tinhead (Target 5) MT until 5 stacks rust are up, then kite
- killorder: Dorothee / Tito / Roar / Strawman / Tinhead
- at 5% Tinhead spread out widely & regg some mana
- all adds down: The Crone spawns
Phase 2: The Crone
- Whirlwind starts immediately
- ranged dps go on max. distance & spread out (chain lightning)
- melee dps spread out (chain lightning)
The Curator
Abilities
- Summon Astral Flare (every 10 secs, ~17000hp)
- Immune to arcane, poison & mana drain
- Evocation (when OOM becomes inactive for 20 secs, inc. dmg +200%)
- Hateful Bolt (player with hightes HP who’s not #1 on threat list)
The Fight
- ranged dps focus on killing the adds
- last add when evocating: ignore if you heal & dmg is good, else have 1-2 dps kill it
- during Evocation go for max. dmg
- melee stay on curator
- repeat 1+2 until dead
Shade of Aran
Abilities
- not tankable
- AoE silence near him
- Blizzard (like mage spell, circles around the room’s wall clockwise)
- Arcane Explosion (pulls raid onto himself, dispellable move slow, 10sec cast, explodes for ~10000)
- Flame Wreath (5sec cast, fiery aura around 3 players, when moving deals ~3500 dmg to everyone and throws them into the air)
- Elementarzauber (Feuer, Frost, Arkan – Unterbrechbar!)
- If he goes OOM: Sheeps raid, drinks, mass-pyroblast to all players (~7000 dmg)
- at ~40% 4 water eles spawn (last 90secs, 13000hp)
- Firebolt, Frostbolt, Arc. Missiles (can be interrupted)
The Fight
- everyone start with full dmg immediately
- watch out for Blizzard & esp. Flame Wreath (no one moves)
- try to interrupt as many of his standard spells as possible (avoids dmg + keeps his mana up)
- banish, fear, kill or heal through water eles (depending on availability)
Terestian Illhoof
Abilities Terestian
- imps spawn constantly
- Shadow Bolt (~4000 dmg, 1st on aggrolist)
- Sacrifice (shackles a player with demon chains)
Abilities Demon Chains
- ~13000hp
- 1500 dps to player
- 3000 heal per second on Terestian
- removable by Iceblock, Divine Shield
- Amplify Flames (debuff, +500 inc. fire dmg, not dispellable)
- on death debuffs Terestian for +25% inc. dmg
- respawns after ~45secs
The Fight
- MT Terestian
- OT Kil’Rek
- collect imps & bomb regularly
- spam-heal Demon Chained player
- immediately nuke Demon Chains
- kill Kil’rek (min. Amplify Flames, max. dmg Terestian)
Chess Event
Abilities
- each figure has own abilities
The Fight
- talk to Medivh to start
- talk to the figure you want to control
- heal your own king
- kill the opponent’s king
Netherspite
Abilities
Portal-Phase
- portal-beams on players
- red: maxlife base +31k, per stack: inc. dmg -1%, def+5, maxlife base -1000, player has aggro.
- green: per stack: 5% +heal, 1% -mana costs, -200 maxmana,
- blue: 5% +inc. dmg, 1% -heal, 8% +dmg
- all, upon losing all stacks: Nether Exhaustion (can’t pick up same beam for 90sec)
- portal-beams on Netherspite (all per stack)
- red: inc. dmg -1%
- green: 4k heal (stacks: 4k, 8k, 12k, …)
- blue: +1% spell dmg
- Nether Burn (~250dps LoS aura)
- Void Zone (circles on the ground, ridiculous dmg)
Banish Phase
- Netherbreath (~4500 dmg frontal cone)
- doesn’t move, still vulnerable to dmg
- no aggro table
- still can deal melee dmg
- aggro-reset at phase’s end
Beam Rotation
- shift 1
- red: tank1*
- green: heal1 (1-20), dps1 (20+)
- blue: dps2 (1-20), dps3 (20+)
- shift 2
- red: tank2*
- green: tank1
- blue: dps1 (1-20), dps4 (20+)
*take 5 stacks, move out, 5 stacks on Netherspite, pick up beam, repeat
The Fight: Portal-Phase
- pick up beams
- move out of Void Zones
- keep blue beam player alive
The Fight: Banish-Phase
- form a circle around Netherspite, out of melee range
- if available put up a searing totem
- on Netherbreath get behind Netherspite
- prepare to pick up beams (rotations)
Nightbane
Abilities
Ground Phase
- Charred Earth (ground AoE, 3000 dps)
- Bellowing Roar (AoE fear)
- Cleave (frontal, ~6k)
- Distracting Ash (hit & spellhit -30%)
- Smoldering Breath (frontal cone, ~5.5k + dot 15sec ~600dps)
- Tail Sweep (backwards cone, knockback, 450dmg + dot 25sec ~150dps)
Air Phase
- Rain of Bones (AoE, low dmg, spawns 5 skeletons)
- Smoking Blast (~1.5k dmg + dot 18sec ~170dps)
- Fireball Barrage (if s.o. is out of range, exploit protection)
- Aggro Reset at the end
The Fight
- tank with tail pointing to center of dome
- fearward tank (buff, stancedance, totem)
- ranged + heal to max range (fear)
- melee to Nightbane’s side (Tail Sweep)
- move out of Charred Earth
- on air phase cuddle
- no hot’s during air phase (aggro reset)
- MT picks him up after landing
- repeat 2-8
Prince Malchezaar
Abilities
- Enfeeble (8sec, 5 players, maxlife 1, not dispellable, phases 1+2)
- Shadow Nova (AoE 3k dmg, knockback)
- Shadow Word: Pain (dot, 500dps, dispellable)
- Summon Infernal (stationary mob, casts hellfire aoe, 3min)
- Amplify Damage (random raid player, inc. dmg +100%, non-dispellable, phase 3)
- Parry (parry attack), Sunder Armor (decr. Armor), Thrash (2 extra rapid attacks), all in phase 2
The Fight
Preparation
- raid at entrance, tank against wall
- {triangle}-player marks safezone, ranged dps & healers stick with him
Phase 1 (til 60%, “get a grip on it”)
- Infernals each 45sec, MT may has to reposition
- {triangle} reposition as signal for a straight, AoE-clear route for melee
- On Enfeeble: affected melee run towards {triangle}
- Shadow Nova: position in a way not to get kicked into Infernal AoE
Phase 2 (at 60%, “how’s your healing”)
- Prince summons axes and melee-abilities, heavily increasing his dps
- overheal & debuff
Phase 3 (at 30%, “final countdown”)
- the (non-tank- & non-destroyable) axes each attack players randomly
- Infernals each 15sec (!)
- Burn. Him. Down. FAST.

Nice synopsis :)
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