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5.WORLD BOSSES

Introduction
The Burning Crusade Expansion transitioned raiding from 40 player raids to 25 player raids. In fact the only 40 player raids that exist in the Burning Crusade Expansion are world boss
There are only two world bosses present in the Outlands. The first one is located in the northern part of the Outland starting zone. The yells of Doom Lord Kazzak can be heard throughout the zone. The other world boss, Doomwalker, is busy trying to gain entrance into The Black Temple.
There is a great deal of competition for world bosses by raid groups that have just started raiding. If your guild is interested in tackling a world boss, check the locations of their spawn points often.
Doomwalker
Doomwalker is a Fel Reaver doing his best to get into the Black Temple. Kil’jaeden sent him after Illidan so he appears outside of the Black Temple’s gates, trying to gain entrance. Doomwalker is one of two world bosses in the Outlands and one of two 40 player raiding bosses.
Abilities
Doomwalker has over 2,000,000 hit points and has many of the traditional fel reaver abilities.
Earthquake: Doomwalker stuns everyone for 4 seconds and does 2,000 physical damage points to players on the ground every 2 seconds.
Enrage: Once Doomwalker’s health drops to 20 percent, all physical damage is doubled and he can easily kill tanks.

Lightning: This spell jumps from target to target at random. The initial target takes 2,000 damage points. It then jumps to another target within 10 yards of the first

target and does double the amount of damage to that target before jumping to another target. It will continue to jump to players within 10 yards.
Mark of Death: When a player dies, they cannot engage Doomwalker for 15 minutes due to this debuff. If a player gets too close to Doomwalker with this debuff on, the player will die again.
Overrun: Doomwalker randomly charges players, resetting aggro and knocking players backwards. He’ll keep charging players until he is picked up by a tank.
Sunder Armor: Doomwalker uses this ability to reduce the tank’s armor and can stack quite high.
The Pull and Position
The positioning that most guilds use is basic. Doomwalker is tanked in the middle of the path, with the raid spread out around Doomwalker. Two main tanks stay where Doomwalker will be pulled and between 3 and 5 off-tanks stand between this area and the rest of the raid. The raid should be spread out in groups around Doomwalker, the main tanks, and the off-tanks.
A hunter should misdirect Doomwalker to the tanks. Once Doomwalker is engaged, the raid forms a circle around Doomwalker and the melee damage dealers.
Battle
To avoid the lightning spell, the raid needs to spread out in groups around Doomwalker and the tanks. The main tanks tank Doomwalker in the center of the area, being careful to taunt Doomwalker off a main tank with too many Sunder Armor stacks. The off-tanks stand between the center of the raid and all ranged classes. When Doomwalker uses his Overrun ability, the off-tanks need to taunt Doomwalker off his current target and drag him back to the main tanks. The main tanks then taunt Doomwalker from the off-tanks. Besides the two main tanks, have at least 4 off-tanks to cover each direction so the raid can spread out in a circle around Doomwalker. Paladins’ Righteous Defense ability allows them to be effective off-tanks for this fight.

A warrior tanking Doomwalker when his health drops to 20 percent and he enrages should use his Shield Wall ability. If a feral druid with high armor statistics taunts

Doomwalker off a warrior once Shield Wall is used or taunts Doomwalker so that druid is tanking Doomwalker during the enrage, the druid can soak up the enrage damage.
Healers need to be spread out throughout the raid since everyone is going to take some damage and the raid is too spread out for healers to be able to cover all the players from one area. Top everyone’s health off before Earthquake hits and make sure to quickly change healing targets based on Doomwalker’s current aggro target. Remember that anyone that dies in this fight is unable to be resurrected or continue to fight Doomwalker for 15 minutes due to the Mark of Death debuff. The one exception is holy priests with Spirit of Redemption ability. While a holy priest will die if resurrected, the priest will have 15 seconds of Spirit of Redemption healing. This is especially effectively near the end of the fight when Doomwalker’s tank is going to need all of the healing he or she can get.
Damage dealers need to save all cool downs for the last 20 percent. Before attempting this fight, evaluate if the raid has enough damage per second to kill Doomwalker when he enrages. Melee damage dealers should stand at Doomwalker’s hit box’s maximum range in different directions so that they do not chain his lightning spell to one another. Melee damage dealers need to wait patiently for Doomwalker to be dragged back into the center when Doomwalker uses his Overrun ability. Rogues can also use Cloak of Shadows to avoid taking Earthquake damage.
Many guilds will assist a guild attempting Doomwalker if it looks like they are going to be successful. Since Doomwalker patrols the area near Black Temple, many people will just join in while waiting for a raid. They may, of course, also try grief guilds attempting Doomwalker so it may be beset to just wait until many of these guilds are already in Black Temple for the night.

Doom Lord Kazzak
Doom Lord Kazzak is a demon that is seated at the Throne of Kil’jaeden. This area is located in the northern part of the Hellfire Peninsula. Doom Lord Kazzak is one of two world bosses and 40 player encounters in The Burning Crusade Expansion.
Abilities
Doom Lord Kazzak has 1,500,000 hit points. He has the same abilities that he had while he resided in Azeroth. His normal melee hits can be anywhere from 8,000 to 12,000 damage points per hit to a plate armor wearer. He does have a Cleave ability so melee damage dealers should stand behind him when doing damage to him.
Capture Soul: Doom Lord Kazzak captures the soul of a dead player to heal himself by 10 percent of his total health.
Enrage: At about 55 seconds, Doom Lord Kazzak increases his damage output by 30 percent and casts 6 waves of his Shadowbolt Volley. The enrage ends after the sixth volley.
Mark of Kazzak: This debuff drains the affected player’s mana by 5 percent per second and explodes when there is no more mana to drain. It does 5,000 AoE damage. The debuff lasts for 8 seconds.
Shadow Bolt Volley: Doom Lord Kazzak casts this spell to shoot shadow bolts at the entire raid. It does 3,000 shadow damage points but can be resisted and avoided but it has a very long range.
Thunderclap: Doom Lord Kazzak casts this spell to slow the target’s attack speed by 30 percent and movement speed by 60 percent. The spell does 2,500 nature damage points all targets within range.
Twisted Reflection: This debuff heals Doom Lord Kazzak every time the affected player takes damage.
Void Bolt: A spell cast at the main aggro target that does 5,000 shadow damage points to the target. It also reduces movement speed by 60 percent. Doom Lord Kazzak casts this when no one is in his melee range.

The Pull and Position
The raid stands at max range from where the tank plans to engage Doom Lord Kazzak, which is near the ramp to his throne but not too far up the ramp. A hunter can use his Misdirect ability to pull Doom Lord Kazzak to the main tank.
Battle
The raid has 1 minute to kill Doom Lord Kazzak before he enrages. Every damage dealer should do their maximum damage output to burn him down. If a raid group fails to kill him in time, have the raid move away from him. Have two or three paladins move next to him and blow their shields on themselves and begin to overheal the tank during his enrage. Once his enrage is over, the rest of the raid begins to damage him again. This is a tricky way to do this encounter. A better way is to make sure that everyone has over 9,000 health and survives his enrage. The best way, however, is to kill Doom Lord Kazzak before he enrages at all.
All mana users need to keep their mana above 50 percent as a safety net to avoid the possibility of becoming the bomb. Healers need to keep an eye on the tank’s health as well as all other raid members.
This fight should be easy for a new raid group to defeat. The factor that may be most problematic is other guilds’ interference. Other guilds like to block World Boss progression so expect at least one or two griefers to be in the area.

 


   
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