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3.TEN PLAYER RAID ZONES-3.1Tier One,Karazhan-7,8

Shade Of Aran
The Shade of Aran is another optional boss in Karazhan. Raiding groups often defeat him to use the teleport to this room that becomes available once the Shade of Aran is defeated (which can be accessed by speaking to the friendly NPC Doorman near the inside the first Karazhan entrance). All trash mobs, excluding the imps near the hidden bookcase do not respawn from the Curator to Aran once Aran is defeated.
Abilities
The Shade of Aran has a variety of abilities to make this fight interesting. He enrages after 15 minutes. He has under 1 million hit points and, as a caster, has low hit points. He is immune to spells that interfere with his casting such as Curse of Tongues and Silence.
Arcane Explosion: Aran pulls everyone into the middle of the room and then does up to 11,000 arcane damage points to anyone with 20 yards of him. It is cast 10 seconds after Aran pulls everyone to the center, giving players enough time to get away from him.

Arcane Missiles: This channeled spell shoots 5 arcane missiles at a target. Each missile does about 1,500 arcane damage points to the target.
Blizzard: An AoE spell that moves around the room usually in a clockwise motion and it slowly grows from the initial spot. It does 2,000 frost damage points to targets that remain in it every 2 seconds.
Chains of Ice: This spell immobilizes the target in ice for 10 seconds. It can be dispelled.
Counterspell: This spell is an AoE spell that is localized to a 10 yard radius around Aran. It blocks all magic schools for 10 seconds.
Dragon’s Breath: After Flame Wreath ends, Aran hits one player within his melee range with this spell. It does an initial burst of damage as well as a DoT that does additional fire damage points.
Fireball: A spell that takes 2 seconds to cast and does under 6,000 fire damage points to a target.
Flame Wreath: This spell casts a fire circle around at least 3 people in the raid. When flame wreath is cast, all players stop moving. If an affected player moves or one that is close to an affected players, the wreath is “triggered” and does 4,000 fire damage points to everyone in the room.
Frostbolt: This spell does 4,500 frost damage points to target and places a 4 second slow on the target. It takes 3 seconds to cast this spell.
Polymorph: Aran polymorphs the raid when his mana is at 20 percent or less. He then conjures water and begins to drink.
Pyroblast: Aran casts this after he has regenerated enough mana. It does 7,500 fire damage points to all raid members.
Sow: This spell slows down the target’s movement and attack speed for 10 seconds. It can be dispelled.
Water Elementals: When Aran’s hit points drop down to 40 percent, he summons 4 water elementals that can be banished and fear. Each one has about 13,000 hit points and despawns after 90 seconds.

Waterbolt – This spell does 2,000 damage points to single targets.
The Pull and Position
Once ready, the main tank pulls Aran by running into the room and engaging him. The tank should tank Aran on his spawn spot. Make sure that everyone is in the room since the door will lock and players not in the room will be locked out for the duration of the fight.
Melee players obviously are going to be near Aran but ranged damage dealers and healer should spread out around the room. These players must make sure they are within line of sight of healers but far enough away to avoid Aran’s silence spells.
Battle
This battle is not that difficult but requires fast heals and even faster damage on Aran. Damaging him is simple but what can be difficult is managing his special and normal abilities. This section focuses on those abilities that may cause problems for a raid group. While Aran is immune to spells such as Curse of Tongues and Silence, all of Aran’s normal spells can be interrupted. Counterspell, Spell Lock, and Earth Shock are spells casters can cast to interrupt his normal spells. Melee players can Kick, Shield Bash, and Pummel to interrupt the spells.
When Flame Wreath is cast, everyone stops moving. You can still cast just stop moving around the room. Pets can trigger Flame Wreath as well so be careful when using them, although they are helpful if they are targeted instead of a player.
Opposite of Flame Wreath, players need to move when Aran casts his Blizzard spell. If a person cannot outrun the Blizzard by running along the edges, they should run through the center of the room to the other side to get away from the Blizzard. While they may be silenced, at least they will be alive. This is not advisable for everyone, just those that get caught in the Blizzard and cannot get out.
When Elementals appear, banish and fear them at will. Crowd control as many elementals as possible while the off-tank and tank try to pick up those that are not crowd controlled. The tank should have enough aggro on Aran to switch to gathering elementals since they are more of a priority

when they appear. All of the damage dealers should stay focused on damaging Aran simultaneously while keeping the elementals controlled.
Save health stones for the explosion that Aran does after he polymorphs the raid group. This occurs when Aran is out of mana. He’ll pyroblast the raid as soon as he regenerates enough mana. If damage dealers’ damage output is high enough, Aran may not be able to regenerate enough mana to cast the Pyroblast spell. Druids in tree form cannot be polymorphed so a druid can start casting HoTs on the raid and then Tranquility after Pyroblast is cast.
This fight is not that difficult if everyone. Healers and ranged damage dealers stand at range from Aran to damage him. Damage dealers and the tank use whatever abilities they have to prevent Aran from using his normal spells while killing Aran. Healers need to watch all of the players’ hit points during this fight and cast quick heals on everyone. As long as the raid group stays focused.
Netherspite
Netherspite is an optional boss in Karazahn. His room is located off of the main path that leads from Curator to the Chess Event. The area where Netherspite is located is called Celestial Watch. Before killing Netherspite, the raid group should kill the Shade of Aran first to avoid respawning trash.
Abilities
Netherspite does a basic 8,000 damage points to cloth wearers. After 9 minutes, Netherspite enrages. While enraged, his damage increases by 500 percent.
Empowerment: This self-buff increase damage by 200 percent and cannot be dispelled. It is cast during the Portal phase and remains on Netherspite throughout the entire phase.
Nether Burn: This aura does 1,200 shadow damage points every 5 seconds. The spell can be resisted so shadow resist buffs help negate the damage.

Netherbreath: This frontal attack hits everyone in front of Netherspite for 4,500 arcane damage points and knocks them back. It is cast during the Banish Phase.
Void Zone: On the ground, a circle void portal appears that lasts 25 seconds. It does 1,000 shadow damage points every 2 seconds to players for as long as they stay in the area.
The Pull and Position
The main tank runs into the room and pulls Netherspite while the rest of the raid runs in behind him. Generally speaking, the tank should wait until Netherspite is in the back of the room and pull him towards the center of the room.
The rest of the raid spreads out in the room. Those that are on portal duty should stay close to the center of the room to catch their portal quickly.
Battle
Positions are extremely important during these two phases so each phase is discussed in depth instead of presenting an overview of the entire fight.
The Portal Phase
During this phase, three portals appear in the room in a triangular pattern. From the entrance, they spawn directly forward, left, and right or South, East and North West in the room. Each beam is a different color and must not be allowed to touch Netherspite. Players stand between the portals and Netherspite to catch or intercept beams. Anyone standing in a beam receives a combination of stacking buffs and debuffs, depending on the beam.
The Beams
The blue beam, otherwise known as Dominance, increases the player’s damage by 5 percent per stack but also increases the amount of damage the player takes by 8 percent. Healing received by the player is reduced by 1 percent. If the blue beam reaches Netherspite, his damage increases by 1 percent more per stack. Damage dealers receive the most benefit out of this beam and should switch out around 35 seconds or less.
The green beam is the healing beam, otherwise known as Serenity. Players that stand in this beam increases healing done by 5 percent for every second they are in the beam. Meanwhile the cost of healing spells is reduced by 1 percent and mana is reduced by 200. If it hits Netherspite, it heals him

every second, with heals increasing the longer he is hit by the beams. Healers should stand in this beam for about 35 seconds so transitions should start around 30 seconds to make sure healers do not have the beam beyond 35 seconds.
The red beam is called Perseverance. Those tanking Netherspite should stand in this beam since the red beam player will have the aggro on Netherspite. Every stack of this beam reduces the target’s damage taken by 1 percent and increases the defense rating by 5. It also adds over 31,000 hit points to the target’s health initially but then reduces health by 1,000 per stack. The red beam player should not stand in the beam for longer than 31 seconds. Tanks start transition the beam at around 30 seconds to make sure the tank does not have the beam beyond 35 seconds. If it should ever hit Netherspite, it reduces all damage he receives by 1 percent.
Obviously, the buffs and debuffs make standing in the beams both beneficial and negative at the same time. Players cannot stand in the beam for the duration of the fight. Each beam is going to require two beam catchers for this fight for each portal phase. Each player that receives a beam receives Nether Exhaustion and cannot take that beam again for 90 seconds, until the debuff wears off. This means two healers, two tanks, and two damage dealers per beam. Some of the normal groups include: red beam – warrior, druid; blue beam – warlock, mage; green beam – paladin, priest. The next phase would switch to red beam – paladin, off-tank warrior; blue beam – shadow priest, rogue; green beam – druid, shaman. Figure out what order you are going to use before going into the fight
Transitions are simple for most classes. Most transitions simply require the players to step in front of or behind the player with the beam. This is trickier for the tanks because if Netherspite moves, there is a possibility that the other beams could hit him. Tanks need to switch out by taking the beam and scooting forward from behind the active tank.
Void zones complicate matters as they appear and the player must move from them. Tanks should move only slightly to avoid the void zones as they appear so that Netherspite is not completely repositioned.
Breath Phase

During this phase, Netherspite focuses on using his Nether Burn and Netherbreath abilities. When Netherspite is about to cast Netherbreath, move away from his facing to

avoid taking damage. During this phase a warrior can try to keep his back turned to the raid. Aggro resets after this phase for the next Portal Phase.
Netherspite is not a hard fight. The hardest part of this encounter is the transition requirement. Players need to be precise. Have back up players be able to pick up a beam if a player should die or has Nether Exhaustion from already taking a beam.

 

 


   
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