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Illidari Council



Illidari council is something of a rehash fight comparative both the advisor’s phase of the Kael’thas encounter as well as High King Maulgar to a degree, either way it’s largely dependent upon the initial pull and avoiding AoE.

Abilities


2,929,000 HP

15 Minute Enrage Timer

This fight is composed of but one phase; however given that you have about the equivalent of 4 mini-bosses to deal with it’s fairly complicated to being with anyway.  Additionally, the health pool of the advisor’s is shared, similar that of the twin emperors fight.

Gathios the Shatterer


Seal of Command – Like the paladin spell, however its judgment deals 6,175 – 6,825 holy damage, lasts 30 seconds.

Hammer of Justice – Stuns target enemy for 6 seconds, will be targeted at a random player within a range of 10 – 40 yards, anyone closer than 10 yards will be ignored.

Consecration – 2,250 damage within 10 yards every 3 seconds for a total of 21 seconds.

Devotion Aura – Adds an additional 20% armor to all other bosses for 30 seconds, 1 minute cooldown.

Blessing of Spell Warding – Target becomes immune to magical damage for 15 seconds.

Blessing of Protection – Target becomes immune to physical damage for 15 seconds.

Chromatic Resistance aura – Increases resistance to all magic schools by 250 for 30 seconds, cast upon all other bosses.

Lady Malande


Empowered Smite – Deals 5,463 – 6,037 holy damage, 2 second casting time with unlimited range.

Divine Wrath – Deals 5,000 holy damage and an additional 2,500 fire damage every 2 seconds for a total of 8 seconds, unlimited range.

Circle of Healing – Heals all council members for 95,000 – 105,000 health, 2.5 second casting time, 20 second cooldown.

Reflective shield – Shields against both physical and magical damage, absorbing up to a maximum of 25,000 damage.  Half-damage absorbed is reflected at the attacker and spells are uninterruptable while this shield holds.

Veras Darkshadow


Deadly Poison – 1,000 nature damage inflicted every 1 second for a total of 4 seconds.

Envenom – Finishing move consuming the deadly poison on the target, deals 4,250 – 5,750 poison damage.

Vanish – As rogue ability, 30 second duration.

High Nethermancer Zerevor


Arcane Bolt – Magical bolt of energy dealing 12,950 – 15,050 arcane damage, 2 second cast time, targets highest threat player.

Blizzard – Blizzard targeted anywhere within the room, deals 4,375 – 5,625 frost damage every 2 seconds to all within a 10 yard radius.

Flamestrike – Immolates an area of the room dealing 4,635 – 5,375 fire damage within a 10 yard radius as well as an additional 2,806 – 3,194 fire damage every 2 seconds for 12 seconds.

Arcane Explosion – Whenever a player enters within 5 yards of the boss he’ll utilize this spell, deals over 8,000 or more damage instantly.

Dampen Magic – Self-Buff reducing magic damage taken by up to 75% and healing by up to 500.

Positioning


Prior to the pull you’ll want to mark targets and set up various sections throughout the room for holding the various bosses, some
such as Zerevor require some range to prevent untimely Arcane Explosions.  Thankfully the room is more than large enough to hold the various bosses away from one-another.

Zerevor can be left at his initial position, being tanked by a mage at the bottom of the stairs to avoid the possible line of sight issues caused by players standing mid-way/at the top of the section.  Both Gathios and Veras can be tanked at corners, possessing no abilities requiring specific positioning, etc.

Finally, Malande can be tanked at the bottom of the stairs, pretty much anywhere outside of Zerevor’s AoE range for Arcane Explosion.

The Fight


This fight will be largely a tank n’ spank encounter, simply avoiding the various bosses abilities as needed/possible and focusing
DPS largely on Gathios the Shatterer as the other bosses present a variety of problems to this, Veras being invisible for periods of time, Zerevor with his AoE, and Malande frequently immune due to Gathios’s blessings.

Given good control of the bosses and perfect interruptions this fight should be a breeze so long as the initial pull goes smoothly.

High Nethermancer Zerevor


At the very beginning of the pull Zerevor will buff himself with dampen magic, this is the key to mage-tanking this boss and must be spellstealed immediately or else the mage will likely receive enough damage instantly to die without hope of heals getting off in time.

After this it’s simply a matter of keeping detect magic going to be on time for spellstealing dampen magic routinely, the tanking mage should have no problem holding aggro through simple spell-spam.

The boss will otherwise throw off various AoE’s around the room that must be avoided, standing within them for even a second more than needed can lead to a quick death.

Lady Malande


Malande is a low melee damage smite-spamming boss, fairly mediocre damage output, but that’s not why she’s a problem, instead it’s her usage of Reflective Shield and Circle of Healing.

The key is to have at least one rogue and a mage or two on the boss at all times, the rogue’s interrupt will be used whenever the heal is cast without Reflective Shield, the mage’s are for Counterspell should the shield be up at the time of her casting a heal.

The mages and rogues must also alternate on interruptions based upon which blessing is cast on her, protection makes her melee immune and therefore requires the mages to interrupt, spell warding means it’s up to the rogue.

Keep a curse of tongues up on the boss at all times and it isn’t too hard to interrupt her as needed.

Veras Darkshadow


Veras is yet another mediocre damage boss, however this only applies to tanks and the large reason or him being a threat is due to his tendency to vanish, reappearing and killing off a player or two before being brought under control once more.

Deadly Poison is irremovable and therefore whoever is affected by this must be healed, this in addition to the AoE’s being thrown about by Zerevor can easily drop the damage player.

Gathios the Shatterer


Gathios is probably the most difficult of the bosses simply due to his Seal of Command’s amazing burst damage capability, damage spiking is the greatest threat to a tank and that’s almost all this guy does.

Random usage of both consecration and judgment of command make him an on-your toes fight for the healers, at any time the tank
can be knocked down quite a large portion of his life, additionally his consecration requires the tank to maneuver him from the affected area.

The blessing are almost always targeted at Malande whom we’ve already covered, making them mostly negligible in effectiveness due to his utilization of only one at any given time.

 

 

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