Posted tagged ‘Raiding’

Karazhan: A Walkthough

June 18, 2008

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

So, you want to head into Karazhan for the first time? This series is intended to make the learning curve a bit easier to deal with. These posts provide a walkthrough for both the bosses and the trash.

Karazhan, located in Deadwind Pass, is a 10-man raid which resets once a week. This means that you have 7 days to work on Karazhan, Tuesday-to-Tuesday (in North America) each week. Once you are part of a boss kill, or enter the zone with a group that has defeated a boss, you are locked to the zone for the week.

During the week, the trash associated with each boss resets on their own timers, but can always be forced to reset by a ‘soft-reset’. You can perform a ‘soft-reset’ by simply leaving the instance empty for 30 minutes. This respawns all mobs tied to an undefeated boss, despawns all trash associated with downed bosses, and randomizes Moroes’s four adds.

A full clear of the zone provides 22 Badges of Justice, and can be done in about 3 hours – provided you take in an T4/T5 geared group that is already familiar with the zone. While learning 3 hours may only be enough to see Attumen and Moroes.

Karazhan walkthrough listing:

Before You Start
Attumen & Midnight
Moroes
Maiden of Virtue
The Opera Trash
Opera, Rolumo & Julianne
Opera, The Wizard of Oz
Opera, Big Bad Wolf
The Curator
The Library Trash
The Shade of Aran
Illhoof
Netherspite
Chess Event
Prince Malchezaar
Nightbane

Karazhan: Nightbane

June 17, 2008

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

Nightbane is an optional boss in Karazhan. His difficultly is on-par with the Prince, and in some ways he is the toughest fight in Karazhan. He does require that someone in the raid has completed the quest line to get the Blackened Urn, which is used to summon him.

You fight Nightbane on The Master’s Terrace. To get there, go to the back door and then move towards to ramp up to Curator, but instead of going up the ramp go through the doorway under it. Outside you will find a large circular Terrace. Nightbane always lands in the same spot, so you will want your tank setup there. To find it, walk about 60% of the way around and start looking for a broken barrel. Near that barrel, close to the inside wall you will see a skull on the ground – that is where Nightbane lands.

This fight has two alternating phases

Ground Phase

Positioning: In the ground phase the tank should stand with his back to the outside wall and position Nightbane so that his tail is in the inside wall.  Melee DPS need to position themself on a rear leg, as -like most dragons- the front and rear are dangerous.  Cleave, Breath Attack and normal melee damage hit the tank hard, so be ready with a lot of healing.

Charred Earth: In this phase circular zones of “Charred Earth” will appear.  These do massive fire damage, so you have to move out of them ASAP.  Melee will need to switch sides to avoid these.  Ranged should be split into two groups – one to the right, one to the left – starting close to the inside wall at max range.  When a “Charred Earth” zone opens, they will be able to move to the outside wall and continue on.

Bellowing Roar: At least once each ground phase Nightbane casts a AoE fear, which is a 2.5 second cast.  Ranged should be at max range to avoid this.  Melee should hope to not take a cleave while running around.  The tank needs to try to avoid it.  Warriors should ‘stance dance’ to use Bezerker Rage.  PVP Trinkets break the also break the fear.  Fear Ward and Tremor Totem also work (though the Tremor totem is not ideal).  If the tank eats a fear, Nightbane should stick on him, but the tank will likely pull the dragon into a dangerous position – try to recover as quickly as possible.

Air Phase

At 75%, 50% and 25% Nightbane flies into the air.  After a few seconds an AOE “Rain of Bones” is targeted on a random player, and then several skeletons appear.  Deal with the AOE by all grouping up on the tank, and then moving to one side as a group.  Once out of the damage zone, your tanks should hold down the Skeletons as much as possible while they are DPS’d down.  From the air, Nightbane targets a player – usually a healer – as starts firing Smoking Blasts at them.  This is a high damage attack, and will require quite a lot of healing.

This phase requires high DPS to burn the skeletons down, and strong healing.  Having an extra tank to help hold the skeletons helps a lot here.

Air to Ground Transition

After 50 seconds in the air, Nightbane lands.  If the skeletons aren’t down yet, dps needs to finish them off ASAP.  The Tank needs to get Nightbane’s attention, and this is far harder if healers are still actively casting.  Misdirects help immensely here.  If you don’t have a hunter, the tank can use a ranged attack on Nightbane as he lands, and then pull him into position.  Getting this transition down smoothly is probably the trickiest element of the fight, as loosing anyone on the landing really hurts you for this already challenging fight.

For many groups Nightbane is the last fight in Karazhan that they master, and even if he isn’t the Final boss of the zone, he is always a challenge.  While learning this fight can easily take upwards of 10 minutes (13’21” for our first kill).  While gear and experience will speed things up a bit, the quickest I’ve seen Nightbane taken down was 7’35”.  This is always a long fight, longer than anything else in Karazhan or even Gruul’s Lair – although Magtheridon does take us a *bit* longer.

Karazhan: Prince Malchezaar

June 13, 2008

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

I consider The Prince to be the final boss of Karazhan – he is certainly the farthest from the entrance, and he drops the highest level gear in the zone.  The hardest boss?  Probably not, but still the one more likely to wipe any given raid.  This is the most random fight in the zone – it can go very easily or be made quite difficult, based solely on the random element of infernal placement.

Thankfully, the clear to the Prince’s Tower is short. Starting in the Gamesman’s Hall, having just collected your Chess loot, the tank should climb the ramps and look inside the next room. You will see a double pull of Fleshbeasts, and a patrolling Greater Fleshbeast. I prefer to bring to deal with the double pull first – once clear, pull them and then jump down to the floor on the Hall. You’ll want to have an off-tank pick one of these up, and move it away to avoid spreading their cleave around too much.

Next pull the Greater Fleshbeast down to the group – these are capable of very quickly putting out a lot of damage on the tank, so healers will need to be ready for that.

Then, move everyone up the ramp, and deal with the two Fleshbeasts in the room to the right. The final pull, a Greater Fleshbeast, is up the spiral stairs – when climbing these stairs, make sure to go all the way to the top. There are mobs on other levels that can be pulled if you are careless.

The final trash mob down, you can all move onto the Prince’s tower. There is plenty of space to get into his room without pulling, which is good since the doors close when you start combat.

Throughout the fight there are a few key elements:

  • Enfeeble – This debuff will be placed on random raid members, reducing their total health pool to 1. Heals don’t help here (0/1 is dead, 1/1 is full health), so when you have did debuff you must avoid all damage. This will never be cast on the person at the top of the aggro list – so make sure the tank is at times the top of that list.
  • Shadownova – A 24-yard radius shadow bast, centered on the Prince that has a knockback in addition to ~3000 damage.  All ranged members should stay at near max range to avoid this. These always follow a few seconds after casting Enfeeble, so melee who are Enfeebled must run out of range immediately to avoid this blast.
  • Infernals – The Prince will also summon Infernals to land randomly on the top of the tower. Once these land they are stationary but, have a high damage AOE centered on them. Select a member of the ranged group to watch the sky for these – with some practice they will be able to predict where the infernal will land, and help to adjust the raid’s positioning.

This is a Three Phase fight, although the phases don’t vary widely

  • Phase One – From 100% down to 60% health. In this phase he beats on the tank with his fists, drops Infernals, casts Enfeable, and uses Shadownova. The tank should be up against a wall while tanking, with the ranged group starting at max distance in the middle of the room. I prefer to start tanking in the corner opposite the door (this allows the ranged group to follow me in, rather than have them get in position once I’m already tanking), but it really doesn’t matter. The ‘Infernal Watcher’ needs to tell the melee and ranged group where to move to avoid Infernal drops.
  • Phase Two – From 60% to 30% health. Same as phase one, but now he uses Axes – this means his damage goes up considerably. This phase is where you are most likely to loose your tank to a burst of damage, so healers need to be extremely aggressive.
  • Phase Three – From 30% to Death. No more Enfeables, increased rate of Infernals, and the Axes start flying around and hitting people. Healers will need to get heals on the ‘Axe targets’, in addition to the tank.  Thankfully the damage on the Tank drops off some here, and the flying Axes don’t hit too hard – all good since the quicker Infernal drops will almost certainly have you scrambling a bit.

Much of this fight revolves around the Infernals.  Of course your DPS can’t have silly ‘Enfeebled’ deaths, and you have to keep the tank up through the massive damage the Prince puts out – but if the Infernals don’t drop near you, this fight can go pretty smoothly. However, they will at times chase you around the tower – with every drop landing on either the ranged or melee groups. Sometimes you get trapped and can’t do anything, but often times quick thinking and repositioning can save the attempt. The ‘Infernal Caller’ learning to quickly and clearly announce the landing spot, and directing everyone where to move is critical here, and only comes with practice.

Many groups use ‘safe spots’, but recent patches have changed the Infernals to hit these spots as well. Using these you may get lucky, but if you get hit, you have few options to reposition. I prefer to start the ranged group in the middle of the room, so that they have maximum freedom to move once the Infernals start landing – just mark one ranged member to determine the group position and have everyone follow them.

Karazhan: Chess Event

June 11, 2008

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

Presuming you have cleared to Netherspite– or at least to the final ramp up to this area – you are very close to the Chess event.  In fact, all of the trash between the Shade’s room and the Chess Event is tied to Netherspite.

Just before you get to Netherspite’s room, you come to ‘a fork’ in the path.  One ramp leads up to Netherspite, the other down towards Chess.  Follow that ramp down, and you come to a room with two Ethereal Spellfilchers.  You can actually just kill one and sneak through, but I tend to take both out and avoid any potential of an accidental pull.  Leaving that room, you came to one more Ethereal Spellfilcher – and then you are done with the trash clear.

Before you get to the Games Room, you will hit a Ethereal vendor – this is a great place to empty your bags of the trash you’ve picked up, and to repair.  He also has a few recipes that are tied to reputation.

Through the door you will find the chess board.  This really is pretty simple, but there are a few things that you need to know.

  • The pieces are roughly based on Chess.  You win by killing the other side’s King.
  • When controlling a piece you get a pet bar.  The first button allows you to move, the second allows you to control facing (which determines your auto attack direction), and the last one or two are special abilities tied to that piece.
  • You start the match by talking to the King, and taking control of him.  From then on, anyone can talk to a unused piece to take control of it.
  • The King, the Healers (Bishops – next to the king and Queen), and a few Pawns in the middle really do need to be controlled.  Past that, it doesn’t really matter.
  • The other side will cheat.  You can ignore pretty much everything but the fire – you must move out of the fire.
  • If someone hasn’t seen this before, suggest they take one of the pawns (not a middle one) – so that you minimize the damage if they don’t get a pet bar.   Some people have interface issues that prevent it from showing up.

That really is it.  This is a quick easy ‘fight’ that is not based at all on gear or group makeup – basically a reward for having made it this far into Karazhan.

If you loose, you simply appear near the door and can try again.  There is no penalty, so there really is no pressure.

Once you win, your loot appears in a chest near the door – so make sure to grab it.  Everyone must take turns opening the chest to grab their Badges of Justice.

Karazhan: Netherspite

June 10, 2008

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

The Shade is down. You’ve either taken Illhoof, or decided to skip him for now. It is now time to move towards Netherspite even if you plan to skip the ghostly dragon, since it puts you two mobs away from the Chess Event.

From the platform outside of the Shade’s room take the ramp up and setup the majority of your group on the walkway. The first group is a four pull – Three Spell Shades and a Sorcerous Shade. The Sorcerous Shade is basically a more annoying Spell Shade that hits harder and has a Shadow Volley attack; it should be the first kill target. Marking all four mobs in this pull is a bit rough, but some careful camera work will allow it. I prefer to LOS them out of the room to the rest of the group.

There is second identical pull inside the room, and a third up the next ramp. Off-tank, Shackle, Trap – these can be hectic, but if you’ve made it this far, you’ll get them down.

Next, you’ll came to a large room filled with Ethereal Thieves. These have a large aggro-radius, cannot be taunted, and can disarm – so warn the raid to be careful with their threat. They all patrol back and forth across the room, but can be solo pulled.

With the Thieves down, you face a pair of ramps. The ramp up leads to Netherspite. The ramp down goes to Chess.

Presuming you are going after Netherspite, follow the ramp up to two single pull of Ethereal Spellfilchers – they have several slightly annoying abilities, but die too quickly to be any real threat.

From here, move everyone down into Netherspite’s Room – just stay up against the wall.

This is a coordination fight, and mistakes are punished quite severely. There are two alternating phases to the fight, the Portal Phase and the Banish Phase.

Portal Phase: When Netherspite is pulled, he should be positioned in the middle of the room near to the door. Within a few seconds three portals will appear – one blue, one green, and one red. A few seconds later beams will shoot from the portals straight at Netherspite, someone needs to be assigned to stand in their path (so they don’t make it to the dragon.) Everyone else must stay out of the beams – people in the wrong beams is a quick way to wipe. Once you have been in a beam (and get out) you get a debuff that stops you from blocking that specific beam again for a while – this means that you will need a rotation of people for each beam.

Red Beam: The red portal starts to the right of the door. Being in this beam gives you immediate aggro on the dragon, and the first tick gives you a huge health buff. Each tick after that heals you to full, slightly increases your defense, and reduces your maximum health. If you simply stand in the beam the whole phase your max health will drop too low and he will one-shot you. Deal with this by taking 10 ticks, and then spending the rest of the phase strafing in and out. Step out, take a few hits, and then step back. The red-beam tank needs to be careful not to move Netherspite too much, as this will make the other beams shift and possibly cause problems. Since you cannot block this beam two Portal Phases in a row, you will need a two tanks able to fill this role – however the health buff and constant healing means that many non-tanks could fill this role in a pinch.

Green Beam: This portal starts to the left of the door. The green beam heals Netherspite if it hits him, so someone must stay in it the entire time. This is best managed by non-mana classes – Warriors, Rogues, and Feral Druids – as these classes can simply stand in the beam and DPS. Again, you cannot take this beam two Portal Phases in a row, so you’ll need two toons able to fill this role. If you have to keep a caster in here, then their mana will be constantly drained – and you will need two people rotating in for each Portal phase.

Blue Beam: This portal starts to the back of the room, toward the telescope. This beam increases your dps, and increases the damage you take from Netherspites constant damage aura. After 25-30 ticks, most classes are taking too much damage for the healers to manage, so you’ll want to have someone else step in and take the beam for them. This is best managed by dps classes, so I setup a total of four members for this beam – two for each half of the first portal phase, two for the second portal phase, and then alternating for the rest of the fight.

If you have a combination of Warrior/Druid tanks, then let them take alternate the Red/Green beam phases – and the rest of the raid only need worry about the blue beam. Tankadins can take the Red beam, but not the Green – so a dps member will need to be used there.

For the Portal phase, assign one healer to focus on whomever is in the Blue Beam, as they will take extra damage. The raid will need some heals, and the Red Beam tank may need some as well.

Warn anyone not in beams to make sure they stay out of beams.  There is always a portal in the rear center of the room (starts out blue) – when running in after a Banish phase, don’t run right up the middle.  You can safely run through the dragon himself rather than run through a beam.   Accidentally running through the blue/green beam may leave the current beam-blocker debuffed, and unable to pick it back up.  Running through the red beam will pull the dragon away from the tank straight to you; all the beams will shift, making it very hard to recover.

Additionally, black void circles will open up under the raid – they do large amounts of damage, so make sure to move out of them. If you are in a beam, simply move up or back along the beam.

Banish Phase: After the Portal Phase is up, the beams and portals will disappear and Netherspite will be ‘Banished’. In this mode he will target random players and if they are ‘in range’ shoot out a cone attack – this has a knockback and a lot of damage. My preference is to simply avoid it. As soon as he banishes have everyone run to the back of the room near the windows. Remind Hunters to pull their pets as well, as they can be targetted. If someone lags behind and gets targeted, the attack extends through the entire room so even members who were under the windows will get hit. Everyone must be out of range. Otherwise, simply heal up and wait.

Banish to Portal Transition: When the Banish ends, there is a short gap before the portals come up. He needs to be tanked, and held in place so that he doesn’t run to the windows (ruining that as a ‘safe zone’ for the next Banish phase). Also, anyone who is going to be in a beam needs to be ready to find where their portal is (they can, but don’t always change locations between phases.) However, if you start in too soon you risk being hit by a Netherbreath. My balance here is to send in the three beam blockers, and one healer about 5 seconds before the end of the Banish. There is a risk here, but this generally works out.

Once you have seen this fight some, it is purely about execution. Rotate through the beams and avoid netherbreath. There is a nine minute Enrage timer, but I’ve only ever seen that hit when the raid lost too several members – or the green beam was allowed to heal Netherspite. Early on this fight may feel out of control, but once the raid ‘gets it’, then it is very much like a dance – and when it works, this can be the easiest fight in the 2nd half of Karazhan.

While learning, you will likely push close to the enrage timer – but with some practice (and gear) I’ve seen this fight done in as little as 4’02”.

Sample Beam Rotation – Warrior/Druid tank:

Odd Phases (1,3,5..) Even Phases (2,4,6..)
Red Beam Tank 1 Tank 2
Green Beam Tank 2 Tank 1
Blue Beam DPS1 / DPS2 DPS3 / DPS4

Sample Beam Rotation – Pally/Pally tanks:

Odd Phases (1,3,5..) Even Phases (2,4,6..)
Red Beam Tank 1 Tank 2
Green Beam DPS 3 DPS 1
Blue Beam DPS1 / DPS2 DPS3 / DPS4

Karazhan: Illhoof

June 9, 2008

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

Now that you’ve taken out the Shade, you have easy access to Illhoof.   Anytime I have a Warlock, we take out Illhoof immediately after the Shade – however if your DPS is particularly low, you are short on AOE, or you are under a time crunch, this is a fight I would consider skipping.

If the trash outside his door (bookcase) has respawned, you’ll need to take it out, but it is a simple pull.  Now, click on the bookcase and head down the ramp. Just inside of his room is large group of Imps – just pull them around the corner and let loose the AOE.

With the Imps gone, you can get a good look at Illhoof’s room.  Illhoof and his Imp buddy Kil’rek standing on the far side of a glowing green circle. This fight requires you manage both Illhoof and Kil’rek, raid members being Sacrificed, and a constant flow of Imps.

  • Illhoof and Kil’rek. Illhoof doesn’t hit particularly hard, which is good considering how busy the healers will be. Kil’rek barely hits a tank for any damage at all. A single tank can hold both, or an off-tank can be used to hold Kil’rek. Kil’rek can be killed pretty quickly by focused fire, providing a nice damage buff against Illhoof but he will respawn soon afterwards and need to be picked back up. I prefer to tank him along with Illhoof, and to simply let the AoE take him down.
  • The Imps: Have your warlock spam Seed of Corruption (and any other AoE they enjoy) on (or around) Illhoof. The Imps will appear near him, and focus fire on the ‘lock – so a dedicated healer on the ‘lock is important. If the Imps ever start to accumulate too fast, call for other AoE’ers to help get caught up. No warlock? Don’t worry.. Illhoof *is* optional. It can probably be done with other classes providing the AoE full time, but I’ve never found it to be worth the trouble. No ‘lock, no Illhoof.
  • Sacrifice: Throughout this fight Illhoof will “sacrifice” members of your raid – they’ll teleport to the middle of the green circle, and be covered in Demon Chains. While in the chains they take damage, and heal Illhoof. As soon as someone is teleported, they are going to need heals spammed on them, and all DPS (excluding the Imp warlock) need to switch to the Demon Chains and burst them down. To help with this have everyone create a macro “/tar demon”, and use that to get the correct target – there will be a lot of imps around to make targeting hard. It also helps to tank Illhoof near the circle, so that your melee DPS can switch targets quickly. Pallies can bubble out, and Mages can Iceblock.

This fight is reasonable easy to understand, but it reliant on having a good raid makeup, and very hard on a group with low DPS. If you don’t have the AoE to take out the imps, you can’t win. If your DPS is too slow getting the chains down, then Illhoof gets healed up too much, and you will slowly loose members to each sacrifice. If you run with only two healers, this fight gets rough if he focuses the sacrifices on them.

With a starting group, you can expect to survive five to six minutes (I’ve seen it go as long as 6’59” for a kill.)  As you progress this fight can be done much more quickly – as little as 2 minutes 30 seconds for my current group, at that speed you see so few sacrifices that there is simply less chance of things going wrong.

Karazhan: The Shade of Aran

June 5, 2008

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

Curator is down and you’ve finished the long clear through the Library. The Shade of Aran is next. Taking him down stops the trash respawns in the Library, and greatly shortens the recovery time after wipes in this part of the zone.

This is one of the most complex Karazhan fights and can be amazingly frustrating, but once you ‘get it’ is perhaps the most fun you’ll have in the zone.

It is a pivotal fight in the zone, and one that elicits strong (and varied) reactions from nearly all raiders. I don’t know of any other single raid boss that has inspired players to write songs – and the Shade is the subject of many. Before going any further, here are my two favorites:

The Shade Chant
Wreath of Fire

Entertaining? Of course. But also educational, as we’ll see shortly.

The shade stands alone is a circular room. He will generally stay positioned in the middle of the room, though he can move around some. He has no aggro-table, so he isn’t tanked. That’s not to say there is no tanking in this fight – just none on the Shade. Tanks should throw on their DPS (or healing) gear, and help out as much as possible.

Casters need to be careful getting to close to the Shade, as he will occasionally pulse a short range spell interrupt.

Throughout the fight the Shade randomly casts three spells. An Arcane Missle spell, a Fireball, and Frostbolt. All do a lot of damage, so healers will have to watch his targets. Assign interrupters to the Fireball and Frostbolt spells, and try to stop them just before casting – this stops the damage, allows him to waste time casting, and stops him from spending mans (more on this later). Allow him to cast his Arcane spell, only interrupting if his target is about to die (This is a channeled spell, where he has already spent his mana upfront.)

The shade also has an additional three special abilities that he uses on a longer timer.

  • Blizzard – This spell takes up about 1/3 of the outer portion of the room, and slowly circles around. The effect is now pretty obvious, but any ranged players need to make sure to get out of it. Often the best option is to run through the Shade to get ahead of the Blizzard, and then stand and get a few casts off before you need to move again.
  • Arcane Explosion – A Magnetic Pull yanks everyone to the middle of the room. The Shade then starts a non-interruptible long cast-time Arcane Explosion. This hits for several thousand damage so everyone needs to get out of it. To avoid it, you have to get to an outside wall. You will probably have a slowing effect up as well, but so long as you immediately start moving, you have time. The key is to not wait around. Sprint, Dash, Blink and Intervene all help here.
  • Flame Wreath – When the Shade starts casting this, everyone must find a place they like and park themselves there. No moving. Most of the raid will have a ring a fire (a flame wreath, if you will) appear around them. If you are inside a wreath, you cannot move. When you do move – and someone will move – the entire raid gets smashed for several thousand damage. Thankfully, the guilty party also shoots into the air (let the mocking begin). If you are in a wreath you cannot move, jump, sit, turn, accept a rez, or use any ability that auto-turns you – otherwise, keep putting out the dps or heals. Just, for the love of all this is good an holy, please don’t move. And when you do move, don’t say “I didn’t move!”. The mockery is coming, and well is deserved – just resolve to not be the guy that blows up the raid twice in a row.

Hunters and Warlocks need to watch their pets during the Blizzard and Arcane Explosion, but pets are thankfully immune to the Flame Wreath effect. Note: this does take away the “My pet blew up the raid” excuse.

Additionally, at 40% health the Shade summons four Water Elementals. Once you learn to deal with all of the above, this is the make or break point. The Elementals put out some serious damage, so everyone needs to get on them. Frost Resist Aura or Totem? Yup, use ’em here. These mobs can be feared, banished, and tanked. A pair of warlocks makes this trivial, but baring that, this is a struggle. Coordinated chain fearing (priest and warriors have fear too!), focused fire, and a lot of healing will see you through this – but many groups struggle with getting the Elementals down. Add in that the Shade keeps using all of his tricks while they are up, and this can be downright brutal. If you get stuck here, just keep working on it – it is hard for most groups.

The final thing to worry about is the Shade’s mana pool. The reason we interrupt the fire and frost spells, is to preserve his mana. Should his mana approach empty, he will polymorph the raid (free heals!), sit for a drink (catch your breath!), and then (uh-oh) pyroblast the entire raid for 6-7k or so damage. Everyone needs to have enough health to survive this, and needs to have health stones/pots ready for use. If this happens while the elementals are up, then you are almost certainly facing a wipe – so if his mana is getting low, you may want to stop dps, let the polymorph happen, and then push him to 40%. With enough DPS you can remove this threat altogether – but most groups learning this fight end up seeing this.

So that’s it. Interrupts to preserve his mana. Avoid the Blizzard. Run to the walls when he pulls everyone in. Don’t move in flame wreath. Kill/CC the Elementals. Survive (or out-dps) the Pyroblast. Easy enough, right?

Early on this fight can take 5-6 minutes (I’ve seen it go as long as 8’34”) – with more gear I’ve seen this done is as short as 2’43”.

Once you get him down, you will be able to Teleport straight up to his room from the Doorman back at the entrance – an huge bonus while learning the later fights.