Karazhan: The Library Trash

This is another in a series of posts covering a full Karazhan clear – mostly from a Main Tank’s Point of View.

The Curator is down, and you are ready to tackle the 2nd half of Karazhan. You now face the single longest trash clear in the zone – but know that it is on a long respawn timer, and that once you get it down every remaining boss in the zone is reasonably close.

The majority of the trash covered here is tied to the Shade – although there is one pull that is linked to Illhoof. I always choose to bypass Illhoof, and get the Shade down first, preventing respawns, and to open up the Shade Teleport making run-backs far less painful.

Leaving the Curator’s room, you face a ramp down and a pair of Arcane Watchmen. These are skipable, just hug the corner and you won’t aggro. There is an Arcane Protector that roams just short of this corner, so I always head down first, peak around the corner, and call the raid down once he starts moving away. Once everyone is around the corner, and away from the pair of Arcane Watchmen, setup up the ramp and wait for the Protector to come back.

The Arcane Protectors do have a some slight off-target damage, but mostly a simply tank-n-spank fight. There are two others that patrol close enough to be pulled up to the ramp – just watch that you don’t pull anything else with them.

Next, move down to the floor (or just at the base of the ramp) and pull the pack of Mana Feeders on the right. These are immune to pretty much all magic, and have near random targeting, so simply group everyone up (so they don’t get out of melee range) and beat on them. They don’t do much damage, and are more an annoyance than anything.

Next, pull the Mana Feeders on the left. These come with a Arcane Sentience, which you will kill first. He can put up a nasty debuff, so be sure to have that removed quickly, kill him, and then group back up for the Mana Feeders.

There is another Feeder pull ahead on the left, but you will need to grab two more patrolling Protectors first.

Now you can move up to the curved ramp up. There is another Protector who pats up this ramp, so you’ll need to pull him. There is also a group of Mana Feeders on the corner opposite the ramp. I always do this pull too, since someone strays too close trying to get up onto the ramp.

Up the ramp, you have one final Protector.

Now, you have what I affectionately call “The Blob Room.” If you have a ‘lock, get Detect Invisible up. It’s not required, but it helps.

Just inside the large circular room, you will see a Magical Horror, with two Mana Warps. The Warps can be banished, trapped, off-tanked, or simply help by the main tank. The Horror is the first kill target, as he has an AoE and a nasty debuff. The Mana Warps, just as they die, grow and then explode doing several thousand damage. To avoid this, they need to be feared or stunned when they die. Any fear/stun works, so simply assign someone to take care of each Warp, and then try to time the fear/stun to hit at the right time. They don’t have much heath, so I usually tell people to land it around 20% remaining.

Moving into the room, there is a Spell Shade lurking to the right. These are invisible about half the time, and are annoying casters. Pull, LOS back out of the room, and kill.

The Magical Horror + Mana Warp x3 pull in the middle of the room can be skipped, but I find it easier to just take them. They are always an “accidental pull” risk, and I find it easier to just deal with them.

There is one more Horror+Warpx2 pull on the right side of the room the needs dealing with, along with another Spell Shade, before you take your group in along the right side. Just before the ramp up out of the room, watch for another Spell Shade. He sometimes PATs close to the ramp, and if he does so, just kill him. He can be LOSed using the doorway to the exit ramp.

Starting with this ramp, implement at “No one in front of the tank rule”. I have named every ramp from here on out after a guildie who blindly ran ahead and pulled a group – usually resulting in at least a few deaths.

At the top of the ramp is a pull of four Spell Shades. These can be trapped or shackled. They also put out some serious damage, so tanking them all is not preferable. I mark one to be off-tanked, one for shackle, and pick up two myself. If we have an extra shackle, I’ll use that too. If no shackles, I’ll resort to a Hunter trap. Once I pull, Priests can step up the get shackles off, and then the tanks make sure to pull back onto to ramp so that healers have LOS. These are not easy pulls, so expect them to be chaotic till you get the hang of it.

From this room, you have a ramp down to Illhoof’s trash. The room has a pairs of casters on the left, and a caster on the right, each with Imps paired with them. I assign my offtank to the right side of the room, I take the left side, and have everyone move it together.

In this room, there is a bookshelf that can be opened to allow access to Illhoof.

Up the next ramp is the final pull, another 4x Spell Shade group. These are spread around the room, so some creative camera work is required to get them marked.

Once they are down, you are now at the Shade’s room. You also have easy access to Illhoof. I’ll cover both later, and both are technically optional, but the Shade is far more important than Illhoof, as his death opens up a teleport and removes a large amount of trash.

If you can’t get the Shade down, you can continue on to Chess without taking any more bosses (simply another dozen mostly-quick trash pulls).

The first few times through, the Library Trash can be painful, and the run-backs are brutal, but with some practice these pulls are are manageable. Once you get this down, the rest of the boss fights come at you pretty quickly.

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