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4.TWENTY-FIVE PLAYER RAID ZONES-4.6Tier Three,Black Temple-5

Teron Gorefiend
Teron Gorefiend is a challenging fight because players are targeted to “die.” Before dying, the player becomes a ghost and has to use the pet bar spells (subject to change in expansion 2.3) to kill four Shadowy Construct spawns. If things go wrong with the first two Shadowy Construct pack kills, the fight is usually over at that point so die and try again without wasting soul stones or combat resurrections.
From the NPC area, go towards the left stairs. Instead of turning right, turn to the left and proceed down the hallway to Gorefiend’s room. It is a longer run but do not be discouraged, you will get there! Once you have cleared the trash and can enter Gorefiend’s room, enter the room and have the raid huddle into one of the corners closest to the door.
Abilities
Teron Gorefiend has 4,000,000 to 5,000,000 hit points. You need to do enough damage to kill Gorefiend before he kills too many of your raid. The abilities he uses are in this fight are listed below:
Crushing Shadows: This debuff lasts 15 seconds and increases shadow damage taken by at least 50%. Five random people are targeted for this debuff at once. Crushing Shadows can be removed by Cloak of Shadows, Divine Shield and Iceblock abilities.
Doom Blossom: Dark clouds literally blossom over Teron Gorefiend. The clouds shoot shadow bolts at the raid at random. The bolts do 1,500 shadow damage and over 2,000 shadow damage when a player has the Crushing Shadows debuff. These clouds last for 2 minutes and 25 seconds.
Incinerate: This must be dispelled immediately. Incinerate does an initial burst of 2,775 to 3, 225 fire damage followed by the same amount of damage every 3 seconds for the 20 seconds it lasts on a single target. Incinerate can be removed by Cloak of Shadows, Divine Shield and Iceblock abilities

Shadow of Death: Now this is the fun ability. Every 30 seconds, this debuff is placed on a random raid member. After 55 seconds, the player enters a death state and gains control of a ghost for 60 seconds. During the debuff, the player must get far

enough away from the raid so that the Shadowy Constructs spawned at the players death can be controlled when the player becomes a ghost.
Shadowy Constructs: They hit cloth for 3,000 damage and place a debuff on players that reduces attack speed by 5% for 60 seconds that can stack ten times. These guys are immune to live player attacks. Each Shadowy Construct has 60,000 hit points.
The Pull and Position
There are two possibilities for this fight. You can choose to either fight Gorefiend near the entrance of the room, using a hunter to misdirect him to the tank or just have the tank run in and engage Gorefiend where he is standing. Have the raid gather close to in one of the corners closest to the door if you plan on tanking Gorefiend near the entrance. Have the raid placed around the back wall if you are going to tank Gorefiend on his tank spot. The tank should pull Gorefiend to near the staircase to give melee room to spread out behind Gorefiend and to give range casters the ability to spread around the back wall. The first position suggestion is better for wipe recovery.
Battle
Teron Gorefiend beats on the tank for about 5,000 to 6,000 a hit and can deliver crushing blows that can be up to 15,000. Healers assigned to the tank need to stay on the tank once the fight begins with the exception of druids that need to resurrect a player. Four healers should be able to keep the tank alive during this fight.
This fight is a tank and spank fight with a twist. Once you begin the fight, he can call on any of his abilities except for the Shadow of Death debuff, which is set to cast at 10 seconds into the fight. Every 30 seconds from the initial Shadow of Death debuff, Gorefiend randomly marks another player with the debuff. The best strategy is to wait until the first and second set of constructs are under control before beginning to resurrect the dead so druid combat resurrections should be used on the first two. Additional players marked for death should be soulstoned or combat resurrected. The trick is to kill him before he kills the raid.

 

Incinerate is a dangerous debuff that can kill your raid. A suggestion here is to keep at least one or two priests or paladins on raid healing so they can immediately cleanse the incinerate targets. Incinerate randomly choose a target throughout the fight.
Doom Blossom clouds form above Teron Gorefiend. These clouds stay above Teron Gorefiend for about 2 minutes and 25 seconds. They shoot shadow bolts at players. As the fight continues, more of these blossoms spawn, causing the raid to need more healing. Being shadowbolted while having the Crushing Shadows debuff increases the amount of the damage taken. Being shadowbolted while having the Incinerate debuff can be deadly. A suggested to minimize the amount of shadow damage taken, have members of your raid force put on some shadow gear such as a combination of the Medallion of Karabor and the tailored faction shadow resist cloak Night’s End.
When the first Shadow of Death debuff is close to ending (usually about 20 seconds from ending), the targeted player should run to a previously decided upon spot that is far away from the raid. As mentioned in the abilities section, the player becomes a ghost and needs to kill four Shadowy Constructs before they reach the raid.
Shadowy Construct Strategy
So you are the unfortunate person with the Shadow of Death debuff, especially unfortunate if you are the first person with it. All eyes are on you to kill your Shadowy Constructs before they reach the raid.
The first thing you want to do is run as far away from the raid as possible to a pre-determined spot. Make sure you are a few feet away from the wall. If the raid is fighting him near his spawn point, run to the entrance. If fighting at the entrance, run to his spawn spot. Constructs spawn and begin to head straight for the raid. Use your ghost’s abilities to kill the constructs before they enter the raid area. You can use your pet bar (changing in expansion 2.3) to do this or create macros in advance for each of these abilities.
Spirit Volley: An area-of-effect spell that does 1,000 damage to each of the four targets. It has a 12 yard range and a 15 second cool down. Many players use this spell immediately and try to use this spell as much as possible as long as Spirit Chains is ready to be cast:

Spirit Chains: Another area-of-effect spell that freezes all targets in place for 5 seconds. Any spell cast on the constructs will break the spell on the target. Once again it has a 12 yard range and a 15 second cool down. Many use the Spirit Volley spell directly before casting the Spirit Chains spell.
Spirit Lance: A single target spell that does between 6,000 and 7,000 damage to the target and a debuff that decreases the target’s movement speed by 30%. This debuff can stack up to three times.
Spirit Strike: A single target spell that does between 600 and 900 damage to the target which also weakens the damage dealt by the target by 10% for 5 seconds.
Spirit Shield: This buff absorbs about 12,000 shadow damage that lasts for 30 seconds. The cool down timer for this spell is 1 minute and 30 seconds.
When working on your Shadowy Constructs solo, use the Spirit Volley spell followed by the Spirit Chains spell. Cast the Spirit Lance ability on each of the targets to slow them down then focus fire on one of them until Spirit Volley and Spirit Chains are ready. If you are successful, you should have enough time to cast Spirit Strike on Gorefiend and the Spirit Shield on a raid member such as a healer.
Usually you have enough time to help the next ghost player kill his/her constructs. This time focus on helping the person control the constructs using Spirit Chains and focus-firing on the targets.
There is a great deal going on in this fight. The addition of at least two pieces of shadow resist gear on each player helps increase raid survivability. Each player needs to have health stones as well in case a construct breaks free and targets them. Players need to be on top of their game for this fight. DPS players need to walk the fine line between not pulling aggro and doing maximum damage. Healers need to be healing quickly and dispelling. Each targeted for death player needs to work out the best way to kill their constructs. It can take a little time to learn this fight and get used to the abilities as they occur.

 

 


   
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