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4.TWENTY-FIVE PLAYER RAID ZONES-4.6Tier Three,Black Temple-4

Shade Of Akama
A friendly NPC, Akama, is stealthed in the room directly to the right of Supremus. He is standing near the entrance to the room. Talk to him to begin the Shade of Akama fight. Killing the Shade of Akama, thus releasing Akama from Illidan Stormrage’s service, completes the Redemption of the Ashtongue quest and leads to the Fall of the Betrayer quest.
If your group decides to use the Spirit of Udalo to port you to the NPC area, go forward to the left, down the stairs and make a right. Shade of Akama’s room is along the left wall towards the back wall. Many guilds use this port to skip a few trash packs.
Abilities
The Shade of Akama fight does not have specific abilities that need to be noted. Other mobs, however, spawn during the fight and need to be handled. Here is a list of mobs that appear in the fight as well as their abilities.
Ashtongue Channeler: Six channelers surround Shade of Akama, bashing him. The Shade of Akama is immune to all attacks while being banished. The channelers only have 100,000 hit points and do not retaliate when they are being attacked. Each channeler continues to banish the Shade of Akama until the channeler dies.
Ashtongue Defender: The defenders have 79,000 hit points and spawn randomly from either the left or right entrances of the room every 15 seconds. Defenders can be stunned, interrupted and crowd controlled as necessary. They have the debilitating strike ability.
Debilitating Strike: This ability does 100% weapon damage and applies a debuff to the target that reduces all melee damage done by 75% for 5 seconds.
Ashtongue Elementalist: Elementalists spawn as part of packs from both the left and right blocked exits. One elementalist will spawn roughly ever 35 seconds from each exit. They have 23,000 hit points and, like the defenders, can be crowd controlled, interrupted and stunned.
Rain of Fire: This is an AoE ability that is similar to warlocks’ rain of fire spell in both appearance and AoE size. This spells ticks for roughly 2,500 to 3,500 fire damage every 2 seconds for 8 seconds.

Ashtongue Rogue: The rogues have 28,000 hit points and can be crowd controlled, interrupted and stunned. They spawn in packs with the elementalists.
Debilitating Poison: A curable poison that deals 2,000 nature damage to rogue’s target every 2 seconds and increases the time of the target’s attacks by 50%. This poison needs to be removed as quickly as possible.
Ashtongue Sorcerer: Sorcerers ignore all aggro and run into the room to take the place of fallen channelers. Each sorcerer has 100,000 hit points. They are immune to speed-reducing effects.
Ashtongue Spiritbinder: Spiritbinders are also part of those pesky rogue and elementalist packs mentioned briefly in the descriptions above. Each spiritbinder has 23,000 hit points. They can also be crowd controlled, interrupted and stunned.
Chain Heal: This spell heals up to five ashtongues for 7,000 to 8,000 hit points.
Spirit Mend: A single target HOT that heals the target for 2,500 health every 2 seconds for 10 seconds. This spell can be purged.
The Pull and Position
You begin this fight by speaking to Akama. Before Akama is spoken to, the raid should move to their respective positions. The raid will be separated into teams during this fight.
Battle
Add Phase
The beginning of this fight centers on dealing with the additional mobs and killing off the channelers to free the Shade of Akama. Split the raid into three teams. One team for each blocked exit to handle the additional mobs and a team to damage the channelers and sorcerers as they approach. Tell the raid to save all cool downs for the next phase of the fight.
The add teams need to have a combination of tanks, healers and DPS. Place the tanks on the blocked exit teams as well as one near Akama. They are responsible for grabbing mobs that can be taunted. The tank near Akama is responsible for tanking those Defenders that reach Akama. Healers as well as those that can dispel need to be assigned to the blocked exit teams. They are focusing on healing the tanks and dispelling as needed.

Healers also need to keep an eye on the tank (or tanks) handling the defenders as he or she will be tanking damage from as many as 5 defenders throughout the fight.
DPS on the add teams obviously target the adds based on priority. Make sure that healers and DPS are not closer to the blocked exit than the tanks assigned to the area. While an obvious comment, some players can inadvertently spread out along the side of the room and get initial aggro on some of the additional mobs before the tanks can catch them.
Spiritbinders and the elementalists are priority in the kill order since they do the most damage, heal, and have the least amount of the health. Rogues are next in the linkup while defenders are tanked throughout the fight.
The channeler team consists of melee DPS and at least one warlock. The melee DPS focus burns the channelers and sorcerers down while the warlock keeps DOTs on all the channelers and sorcerers. This team should stay around the center of the room and focus strictly on the channelers and sorcerers. After 3 or 4 minutes, all of the channelers and sorcerers should be dead and the Shade of Akama breaks free.
Tips for this phase include having hunters place frost traps near the blocked entrances and crowd controllers handling adds before they get out of control.
Akama versus Akama Phase
The Shade of Akama immediately attacks Akama after breaking free. Akama tanks the Shade for the remainder of the fight. It is the raid’s responsibility to burn the Shade of Akama down before he kills Akama. Burn him with everything your DPS has to offer since aggro is not an issue. Akama will only live for a little over a minute, if that, so do whatever you have to do to burn the Shade down. Keep in mind that the Shade of Akama has 1,000,000 hit points.
Tips for this phase include crowd controlling the additional mobs that you haven’t killed when the Shade of Akama breaks and placing debuffs on the Shade of Akama that increase damage taken. Use all cool downs during this phase. Once you kill the Shade of Akama, finish killing the additional mobs if they do not despawn.

Different guilds change this strategy as needed. Some guilds only use three tanks, while others use four tanks this fight. The first phase is chaotic as the additional mobs just keep coming and can easily become unmanageable. The second phase is hectic because you have a small amount of time to do maximum damage.

 


   
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