Nightbane
Nightbane is boss near the second entrance of Karazhan. Instead of going up the broken stairs, walk out the terrace at the bottom of the stairs. This area is called the Master’s Terrace. Nightbane needs to be summoned. Summoning Nightbane is done by completing the quest Medivh’s Journal quest line.
Abilities
Nightbane has two phases. He switches back and forth between the phases throughout the fight.
Bellowing Roar: This is an AoE fear that has a 2.5 second cast time and a 30 second cool down. Nightbane casts this every 45 seconds while on the ground.
Charred Earth: Nightbane burns the ground underneath players. The players receive a DoT that does 3,000 damage points every second until the players leave the area.
Cleave: Nightbane’s cleave hits for about 6,000 damage points on plate and double that on cloth. The damage is done in a frontal arc. Nightbane cleaves while on the ground.
Distracting Ash: This debuff lasts for 40 seconds and can be dispelled. It reduces the target’s chance to hit with melee and caster spells by 30 percent. Nightbane casts this debuff while on the ground.
Fireball Barrage: Nightbane casts this spell while in flight if any raid member is too far away from him as he starts to land. It does 3,500 fire damage to every member in the raid every second until all member are within range.
Rain of Bones: Cast while in flight, Nightbane summons 5 restless skeletons and bombards the target, and area surrounding the player, with bone fragments that do 400 damage points per hit.
Restless Skeletons: These are summoned in groups of five by Nightbane while he is in the air. Each one has 13,000 hit points and hit for 1,500 on cloth and 500 on plate armor.
Smoking Blast: This is another spell that Nightbane casts while in the air. It lasts for 12, seconds and does 2,000 physical damage and 3,000 fire damage points to a single target over 18 seconds. The fire damage is actually a DoT that can be dispelled.
Smoldering Breath: Nightbane casts Smoldering Breath while on the ground. This spell does 4,500 fire damage points to all enemies within the spell’s frontal cone. Two thousand additional damage points are done to the targets every 3 seconds for 15 seconds.
Tail Sweep: Nightbane’s Tail Sweep is performed while he is on the ground and knocks players backwards. It does 450 fire damage points to all players standing behind him and does a DoT that deals 500 fire damage points every 3 seconds for 25 seconds.
The Pull and Position
The tank stands near the small skull pile near the outer wall, relatively in the center of the terrace. When Nightbane lands after the flight phase, he tends to land more in the center of the terrace. Have the raid collapse near the skull pile until Nightbane lands and is picked up by the tank.
Some raid groups split the casters and ranged players into two groups so that the raid is standing on either side of Nightbane. Other raid groups use one side. It is up to your raid to determine which one is more suitable.
Battle
Nightbane switches back and forth between two phases. The ground phase lasts until he hits 75, 50, and 25 percent. At each of these marks, he takes flight to perform another set of abilities just to keep it interesting for the raid.
Ground Phase
Once Nightbane lands, the tank picks him up immediately. Keep Nightbane facing the outer wall and the tank should keep his or her back to wall. Tanks need to be able to stance dance through fears. If a paladin or druid tank is tanking Nightbane, fears can be trickier without Fear Ward. Nightbane follows a feared tank so the rest of the raid needs to quickly adjust if the tank gets feared. A warrior that is accustomed to stance-dancing is the most effective tank for this fight.
Melee damage dealers need to stand on the sides of Nightbane rather than behind him to avoid tail sweeps. The rest of the raid spreads out based on the strategy that the group determines is best. Stay at maximum range this fight and do not bunch up. Nightbane casts Charred Earth throughout the phase. To minimize movement, have half of the group on each side stand by the inner wall and half by the other wall.
Healing is straightforward since primarily the tank is taking damaged. Toss HoTs and other appropriate spells on those that have Tail Sweep debuff or were in the Charred Earth. Go easy on healing during this stage since this fight is long and healers will find that it becomes increasingly mana intensive.
Flight Phase
Nightbane flies into the air. Everyone then collapses on the tank. He casts Smoking Blast and Rain of Bones and then the phase ends. Smoking Blast targets the one that has highest threat and since it is mitigated by armor so paladins are the best candidates for this spell. Paladins should heal everything in sight to gain aggro, starting in the ground phase and into this phase. Healers must be prepared and able to quickly heal the target of Smoking Blast.
Everyone is collapsed together until Nightbane casts the Rain of Bones spell. The target of the spell moves away. The off-tank attempts to gather aggro on them while AoE
casters burn them down. If the off-tank is unable to gather aggro effectively, burn them down one by one. Once Nightbane casts both abilities, he lands shortly afterwards.
The transition from the Flight Phase to the Ground Phase is the most dangerous part of the fight. The tank has to re-establish on Nightbane. The raid should move back and allow the warrior to be positioned between Nightbane and the raid. A hunter Misdirect spell assists with this. A good tank should not have a problem picking Nightbane up but the rest of the raid should do what they can to assist the tank since re-establishing aggro can be tricky.
These two phases keep repeating until Nightbane is defeated. Congratulations!
Terestian Illhoof
Terestian Illhoof is an optional boss that is hidden behind a bookshelf. This bookshelf is in the library, which is after Curator and on the way to the Shade of Aran. The raid group will know when they are close to him because that room is full of imp demons. Open the secret passage by clicking on bookcase.
Abilities
Terestian Illhoof and Kil’rek stand in the middle of the room. They have a small aggro range so it is possible to enter the room if the group is careful. Illhoof enrages after 10 minutes and starts to chain shooting shadow bolts to kill the group.
Kil’rek: Terestian Illhoof’s minion melees for 2,000 damage points on cloth. If he is killed, he respawns about 45 seconds later.
Amplify Flames – This debuff increases fire damage taken by 500 and cannot be dispelled.
Broken Pact – When Kil’rek dies, a debuff is placed on Illhoof that increase the damage taken by 25 percent more damage until Kil’rek spawns.
Summoned Imps: Terestian Illhoof summon imp adds during the fight from two portals near where he stands. They melee targets for 400 damage points per hit.
Fire Bolt – This spell does 200 fire damage points to targets. Amplify Flames debuff obviously increase the damage of this spell.
Terestian Illhoof: A corrupted satyr who melees for about 2,000 damage points per hit on plate armor.
Berserk – If Illhoof enrages, he enters a berserk stage and spasm Shadow Bolt Volleys at the raid.
Sacrifice – Illhoof summons a random raid member into the center of the room and “sacrifices” the person. The person is paralyzed and receives 1,500 shadow damage points to the target every second until the paralyzing chains holding the person in the middle of the room are destroyed. Meanwhile, Illhoof receives 3,000 healing points every second the person remains as a sacrifice.
Shadow Bolt – This spell damages a target for 4,000 points using shadow damage.
The Pull and Position
The tank runs into the room and engages Illhoof while the off-tank engages Kil’rek. When Kil’rek dies and respawns, the off-tank should drag him back near Illhoof. Keep those two tanked near one another. The rest of the raid stands near the sacrifice circle.
Battle
Handling the imps and sacrificed players is what makes this fight challenging. Handling the imps requires AoE spells so either a mage or a warlock is needed. A combination of both works exceptionally well too. A warlock should use Seed of Corruption on the imps to kill them quickly. If a paladin is in the group, make sure the warlock has a Concentration Aura. Mages should use immobilize the imps in place with Frost Nova and use whatever AoE spell does the most damage according to their specs; Arcane Explosion works well on imps with low hit points. Try to kill the imps around Kil’rek and Illhoof if two tanks are being used. If one tank is double-tanking them, keep the AoE away from Kil’rek.
When Terestian Illhoof sacrifices a player, Demon Chains are placed on them. The chains need to be removed immediately by all damage dealers switching to the Demon Chains and burning the chains down. Use a macro such as /target Demon Chains to quickly switch to the chains and burn them down. At least one healer should be assigned to healing this player since the chains immobilize the player and do damage. Divine Shield and Ice Block spells break the sacrifice. Once the sacrifice is over, the damage dealers can return to Illhoof or kill Kil’rek to make the maximum out of the debuff his death places on Illhoof.
The class that is handling the imps will be doing that for the entire fight. If at any time they need help, assign another damage dealer to assist them temporarily until the imps are under control.
The most difficult parts of this fight are imp management and the sacrifices. Healers need to keep an eye on the tanks, the sacrificed players, and the imp tank. Damage dealers need to switch quickly between targets and the off-tank needs to quickly pick up Kil’rek. Keep the group together as much as possible to try to get the maximum damage from focused damage as well as AoE damage.