Karazhan - Shade of Aran

Started by Shadowwolf, June 24, 2007, 03:40:00 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Shadowwolf

Video:
https://www.youtube.com/watch?v=_3stGNiLOyo


Overview and Preparation
The encounter requires much DPS as Aran's HP should always be below his mana. He is a spell caster and will very rarely ever melee, hits for very little damage when he does. He has no controllable aggro list and his attacks are completely random. He has a wide variety of spells and they do hit for a large amount of damage. There are a number of potions that would be a huge help in this fight. Major Arcane, Fire, and Frost Protection Potions would all be very helpful (remember to use them before the fight so you do not have a potion cooldown when the encounter begins) for the fight. Any quick boost damage potions such as Heroic, Haste, and Destruction Potions would also be helpful for this fight if his mana begins to get lower than his health, along with Health and Mana Potions and if you can afford it, any Flasks that will aid your DPS. Flask of the Titans and Fortification will not be very useful in this fight as his attacks are random. It is also very important to keep Aran in the middle of the room to help with Blizzard and the Arcane Explosion. While Aran rarely melees, he will occasionally do so to the closest member of the raid. If Aran is not in the middle of the room, melee should run to the middle and everybody else should make sure that they are not closer to Aran than the melee are.

Group Composition
As previously stated, this fight is very dependent upon DPS. It is vital to have people who can stop his spells from casting, such as rugues, mages, or even properly spec'ed hunters. While a Counterspell will not silence him, it will cause his spells from that magic school to have a cooldown, the same goes for hunters with Silencing Shot. The ability to stop his spells is crucial. Without multiple people to be able to do this the fight will be beyond hard if not impossible. Tanks are not required for this fight as his attacks are random and magical.


Abilities

"Arcane Missiles"
Aran will periodically cast Arcane Missiles at a random target dealing around 1300-1600 damage per missile and three to four missiles per cast. Arcane Missiles can be kicked, however since he has already used his mana for the spell once it begins casting, it is suggested that if you are having trouble keeping his spells from casting you do not kick this spell and focus on kicking his Fireballs and Frostbolts since they do not use his mana until they are finished casting and his mana should be above his health at all times.

"Fireball"
Aran will periodically cast Fireball at a random target which will deal around 4,000 damage. It can be stopped from casting via Silencing Shot, Counterspell, Silence, Kick, Pummel, etc.

"Frostbolt"
Aran will periodically cast Frostbolt at a random target which will deal around 3,000 damage. It can be stopped from casting via Silencing Shot, Counterspell, Silence, Kick, Pummel, etc.

Shade of Aran Blizzard Raid Positions
[attach=1]
"Blizzard"
One of Aran's special attacks, Blizzard will be cast throughout the fight randomly starting around the room and moving in a clockwise direction. It's radius will continue to get larger as it gets closer to ending. Blizzard will hit for about 1300-1500 per tick while standing in the Blizzard. Blizzard has a slowing effect that will afflict anyone who is near the Blizzard. Remember that you will get the slowing effect by the Blizzard even if you are not actually getting hit by the Blizzard. Before Blizzard casts, a single icicle will fall down on the ground which will show where Blizzard will be cast, Blizzard will cast about three seconds after the icicle falls. It is vital to call out where the icicle landed if you see it, as if someone gets caught in Blizzard is it very hard to get out before dying due to the slowing effect. If it also important for any melee DPS on Aran to pay careful attention as many times they will be focused on killing him and then get caught in the Blizzard which could easily result in death. The best way to get out of Blizzard if you do happen to get caught in it is to run through the middle of the room as Blizzard moves around the edges of the room. Blizzard is not a channeled spell for Aran and he will be casting his Fireballs, Frostbolts, and Arcane Missiles while it is going on.

"Ice Chains"
While Blizzard is occurring Aran will occasionally cast Ice Chains on a random player, rooting them in place. It is a magic effect and can be dispelled; and should be as it is often results in a death from the Blizzard otherwise.

Shade of Aran Arcane Explosion Raid Positions
[attach=2]
"Arcane Explosion"
Arcane Explosion is another of Aran's special abilities and while it potentially the deadliest, it is easily avoided. Aran will pull all members of the raid towards him and cast a slowing effect on the entire raid shortly after. The very moment that he pulls the raid in to him, everyone must run to the walls of the room to avoid the explosion. The slowing effect is a magic effect and can be dispelled. However this is not necessary as everyone will have ample time to get to the walls if they act quickly even with the slowing effect on them. If you do not get to the walls you will be hit with the Arcane Explosion for about 10,000 damage. It is possible to avoid being hit via Ice Block, Divine Shield, and Cloak of Shadows, however since it is quite easy to get out of the Arcane Explosion's radius, it is best to save these cooldowns for other times during the fight as they can be very useful.

"Slow"
Slow is the slowing effect that was previously mentioned in the Arcane Explosion overview. It is a magical effect and can be dispelled; however it does not need to be. Aran should cast this spell before he begins his Arcane Explosion spell.

"Flame Wreath"
Flame Wreath is Aran's special fire ability and is the cause of many wipes. When Aran casts this ability, about three to four people with receive a debuff called "Flame Wreath" and those people must not move under any circumstances. The people with the debuff can cast spells, however if they move in any direction or even turn in place they will activate the debuff, dealing about 4,000 damage to all nearby allies. The moment Aran begins to cast this spell it is important for all players to stop moving. After the spell casts any players who do not have the debuff are free to move. However, anyone who has it can not move under any circumstances whatsoever. It will help if any melee who are interrupting his spells stay near him when he's casting Flame Wreath so they can sill interrupt him if they are afflicted with the debuff. However, it is important that all members of the raid stop moving before the spell finishes casting. After Aran finishes casting Flame Wreath he will go back to casting his normal spells even though the debuff remains on people. It is also extremely important that no one removes the debuff via Divine Shield, Cloak of Shadows, Ice Block etc. as it will remove the debuff causing the flames to activate dealing the damage to all nearby allies.

"Dragon's Breath"
(sometimes called 'Conflagration') Aran will cast this spell shortly after the "Flame Wreath" debuff wares off. It should only hit one player within melee range of Aran and it is important to heal that person as, besides the immediate damage they will take, they will receive a debuff which will deal large amounts of fire damage very quickly. It can be removed via Divine Shield, Ice Block, and Cloak of Shadows.

"Counterspell"
Aran will continually cast an AoE counterspell on anyone in his melee range.

"Mass Polymorph"
If Aran runs out of mana, he will cast Mass Polymorph on the entire raid, healing them for 325 damage per second. At this time he will conjure water, drink, and then begin to slowly kill each member of the raid one by one. He also gains the ability to cast Pyroblast. Aran's HP must stay below his mana so that he does not cast this spell as it will most likely result in a wipe.

"Pyroblast"
Aran gains the ability to cast this spell after he casts Mass Polymorph. It will hit for about 6,000 fire damage and is a very short cast.

"Conjure Water"
Aran conjures water and drinks to renew his mana after he casts Mass Polymorph on the raid.

"Conjure Water Elementals"
At 40% HP Aran will summon four elite water elementals. They can be Banished, feared, etc. After 90 seconds, they will despawn. They will hit for about 1800-2100 damage each, casting at a fairly quick pace. They tend to all attack the same target unless someone gets aggro on them.

Aran's special abilities (Arcane Explosion, Flame Wreath, and Blizzard) can not be interrupted by any means.


Strategy

Shade of Aran Raid Positions
[attach=3]

After the raid has been buffed and everyone is ready to pull, open the door and walk into the room. Do not go far in or you will pull Aran and anyone who is still outside of his room is liable to be locked out. Once everyone is in the room and is ready to pull, run into the room and begin to DPS. The first person that Aran gets into combat with will be the target of his first spell. If a priest is available, put a shield and Prayer of Mending on this person to negate the majority of it. Before you pull you should also work out a rotation to interrupt his spells and remember everything mentioned above about his abilities.

Hunter and warlock pets can be used in the fight however, when Flame Wreath is being cast stop them from moving at all costs. If they move while you have Flame Wreath on they can possibly activate it. The same goes for the "Woeful Healers" summoned by the book "Redemption of the Fallen" that you may have picked up while clearing the trash in the library to Aran. Hunter and Warlock pets can be helpful as they can be the targets of Aran's spells and will take a hit that a player would have otherwise.

Paladins should buff with whatever buffs will help to bring Aran down fastest and, since there is no real aggro list on Aran, Blessing of Salvation's only use in this fight would be to help keep aggro off the healers when Aran summons his water elementals. If you feel it necessary, you may cast this on your healers right before Aran reaches 40% and summons them, however it is not entirely vital since you should have a tank picking up the elementals. Paladins should use Frost or Fire resistance Aura depending on whichever you may think is best, however, it is best to use Frost Aura since Aran's Fireball only hits for about 1,000 more damage than his Frostbolt and, whereas if someone is caught in Blizzard it is possible to get out and survive, if they activate Flame Wreath it will most likely result in a wipe. Also, when Aran summons his Water Elementals the Frost Resistance Aura will be a major help. Shamans should use any Resistance Totems they feel best and anything to help whatever DPS class is in their group as, again, DPS is the key to this fight.

Healers should be cautious of casting slow heals on targets who take damage from Aran as, while they may do the job, it is dangerous if Aran happens to cast two spells on the same target in a row. Continue countering his spells and using the tactics mentioned above when he casts his special abilities and get his HP to 40% at which point he will summon his water elementals.

There are multiple strategies that can be used to overcome the elementals. I would suggest to have a tank stop attacking Aran and go pick up the adds (preferably a druid if there is a feral one on DPS since they will be in feral gear anyway, but a warrior works fine too). If there are any warlocks, they should Banish and fear one each. Burn all fears on these adds while the tank picks up any of them that are not being crowd controlled. All DPS besides the one tank that will be picking up the water elementals should remain on Aran and kill him quickly since the summon water elementals ability costs quite a bit of his mana, and he can not run out of mana or your raid will most likely wipe.

Remember that Aran's health should always be below his mana. If his health begins to go above his mana or is even almost equal to it, you should pop any of your quick DPS potions that were mentioned earlier if they are not on a cooldown already.

Once you learn how to handle the special abilities, the focus of this fight becomes delaying Polymorph as long as possible. Learning to time your Kick/Shield Bash/Earth Shock at the end of the cast rather than the beginning can add as much as a minute to the time you have before Polymorph. The extra time Aran spends casting is essentially free time; all you have to do is take advantage of it.

Class Tips

Healers - Watch everyone's HP during this fight and be quick to heal anyone who takes damage in case Aran happens to cast two of his spells in a row on the same target. Stay at ranged from Aran at all times to avoid his Counterspell.
Mages - Stand at range from Aran to avoid his Counterspell and be ready to Counterspell him. Continue to DPS him down.
Hunters - Stay at range from Aran and DPS him down. Be prepared to use Silencing Shot on him.
Rogues - Be ready to kick Aran and DPS him down.
Warriors - Be prepared to Pummel Aran while continuing DPS on him.
Warlocks - DPS Aran down. Be ready to Banish and fear Aran's water elementals when he reaches 40% HP.

Rewards:

[wowitem]Pendant of the Violet Eye[/wowitem]
[wowitem]Mantle of the Mind Flayer[/wowitem]
[wowitem]Aran's Soothing Sapphire[/wowitem]
[wowitem]Boots of the Incorrupt[/wowitem]
[wowitem]Saberclaw Talisman[/wowitem]
[wowitem]Steelspine Faceguard[/wowitem]
[wowitem]Rapscallion Boots[/wowitem]
[wowitem]Drape of the Dark Reavers[/wowitem]
[wowitem]Boots of the Infernal Coven[/wowitem]
[wowitem]Pauldrons of the Justice-Seeker[/wowitem]
[wowitem]Shermanar Great-Ring[/wowitem]
[wowitem]Tirisfal Wand of Ascendancy[/wowitem]

[wowitem]Formula: Enchant Weapon - Sunfire[/wowitem]
Come to the darkside, we have cookies.
"A flute with no holes is not a flute, and a donut with no hole is a danish" - Chevy Chase as Ty Webb in Caddyshack
"Be who you are and say what you feel, because those who mind don't matter, and those who matter don't mind."- Dr. Suess


Arcdelad

this guy is actually relatively easy...we took him below 30% health without a rogue or a warrior to interrupt his casts...people were having problems with two things this fight that I saw: 1) the AOE frost on part of the room, and 2) the arcane explosion...

both are easy to get around...the aoe frost can be avoided just like you would avoid the hurricane from the first boss in steamvaults....just move...the arcane explosion was WAY easy...i was meleeing him the whol time in cat form, and i didnt get hit with a single arcane explosion, even with slow on me...just point towards the wall and walk...youll be fine

voctovian

Indeed, the fight is quite easy with interrupts.  It helps to either coordinate interrupts through TS/Vent, or have one person interrupt frostbolt, the other fireball.  However, without enough rogue/warr/hunter/mage, he will usually do the Polymorph/AOE pyroblast about the time when the elementals spawn (40%).  This is as deadly combination.  If the elementals dont get feared before the polymorph, they will do lots of damage on the raid during the polymorph.  Fortunately, there is time after the polymorph to bubble/ice block or healthstone/health potion to survive the pyroblast.  AOE heals also are helpful.

The arcane explosion and blizzard can be rough if someone also gets ice chained at the same time.  This must be dispelled immediately.

Lynette

With all the great abilities and high dps that we rogues have, I never would've guessed that our most valuable asset in the BC expansion would be our ability to kick - a lvl 12 skill.

I'll be ready for this when the time comes.

Buzan

Considering we took this guy down to under 40% health our second try with no interrupts, I'd say next time we will beat him guaranteed. Arcane explosion was a joke to get out of, I never got hit once.
The only thing I had trouble with, like many others, was his Blizzard but I managed to get out of it a few times. With interrupts though he will be toast.

Arcdelad

why buz why? voc already has that calvin avatar....now we hae two healing pallies with that avatar :P ahhhhhhhh

Buzan

Quote from: Arcdelad on June 25, 2007, 05:16:04 PM
why buz why? voc already has that calvin avatar....now we hae two healing pallies with that avatar :P ahhhhhhhh

LOL, Voct has the same one as me, damn. Well I had a chance a few days ago to really look through them and I liked this one the best out of everything. My apologies Voct, you post wayy more than me so it shouldn't be any confusion as to whom is who.

Air

Just to add what Voc said.  Have some kind of interrupt rotation for his frostbolts and fireballs.  But allow his arcane missiles to continue casting, and just heal through it.  Arcane missiles has a casting time of 5 sec so it is easy to heal through.

Have a warrior tank and spam devastate with a rotation.  Doing this, Aran will pretty much never move.  When he isn't doing his arcane missiles he will be meleeing the person with the highest threat.  If there is interrupts going on then we shouldn't have to worry about his mass poly.  After this the fight is pretty much a massive dps fight.  If there's enough dps going we may not have to worry about his mass poly.  If there is one, then it will be around 15% health or less.

Also having two warlocks for the elementals makes it even easier. banish 2, and then tank other 2 with a druid or paladin, or just fear other two. Having hunters use silencing shot on the elementals also helps.
"Don't be a Dick." - Wil Wheaton
"There are three kinds of men. The one that learns by reading. The few who learn by observation. The rest of them have to pee on the electric fence for themselves." - Will Rogers

un4

Quote from: Lynette on June 25, 2007, 01:46:02 PM
With all the great abilities and high dps that we rogues have, I never would've guessed that our most valuable asset in the BC expansion would be our ability to kick - a lvl 12 skill.

I'll be ready for this when the time comes.
QFT.
un4