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The Shattered Halls - Levels 69-70

Grand Warlock Nethekurse

Abilities

Dark Spin - Triggered at 20% HP, this hits all targets near Nethekurse as well as firing off shadow bolts every few seconds dealing 1-2k damage each.

Death Coil - Deals 1200-2000 shadow damage, also fears the target for 4 seconds. This heals Nethekurse for 2600 HP.

Shadow Fissure - A shadow fissure opens up under the party dealing 1000 damage a second.

Fight

First priority, slaying the three fel orcs in the bosses room. Single pull and pound them one at a time; once the third and final orc goes down Nethekurse will enter combat. The tank should position himself in the middle of the room allowing other party members to avoid the shadow fissures as well as allowing the tank to move out of them easily.

It's an easy tank n spank till 20%, when he starts to dark spin he dosen't stop until death. Go full out DPS and burn him down as quickly as possible before you run out of heals/mana.

Warbringer O'mrogg

Abilities

Blast Wave - This will be triggered when O'mrogg's maul starts burning, each melee hit with his burning weapon deals around 1k fire damage leading up to a 2500-3100 damage blast wave. A few seconds after the initial blast wave he'll launch off another one as well.

Fear - Generic shout AoE fear, 40 yard range.

Thunderclap - short range AoE dealing 800-1000 damage, also reduces attack speed and movement by 35%.

Fight

O'mrogg is a generally tough fight, as are most of the shattered halls encounters. Keeping everyone especially careful of threat managment is crucial on this fight, what with the multiple AoE's O'mrogg has if he runs wild it can mean a wipe pretty easily.

Now, as mentioned above O'mrogg has a few quite competent AoE abilities, the fear and his blast wave, and thus you will be putting his large room to good use. First thing is that like most fights you'll want to position him in the center of the room, this allows a few classes to avoid the 40 yard fear, similar to magmadar's.

Whenever O'mrogg begins to charge his blast wave attack all melee except for the tank should immediately flee, this prevents them from getting back to back nuked for around 6000 damage.

Besides the AoE's, fear and blast wave, he's not quite so hard. Keep the tank topped off throughout the blast waves and you should be sailing clear through this fight.

Warchief Kargath Bladefist

Abilities

Add's - Sharpshooter, Reaver, and even Heathen guards will invade from the north to prevent you from downing Kargath. Thankfully non elite.

Blade Dance - Kargath bounces about the room cleaving everyone.

Fight

One thing to remain careful of in this fight is the elite assassin orcs that roam the room. It's a generally good idea to make certain alls clear before beginning the encounter, lest you pull a few assassins mid fight and wipe.

Now, once you've made certain the entire rooms clear you will, as usual, pull Kargath into the center of the room to tank. This allows everyone to get into the corners avoiding adds and the like while the tank takes center stage and attention.

Best method of dealing with the adds is to just burn em down the instant they come within range, letting them build up leads to a wipe more often then not. Positioning your healer/healers within sight/range of both the tank and the DPS killing adds is a good way to keep everything moving smoothly as well.

Another reason for the spread out formation is to prevent too much damage from Kargath's blade dances, this is him running wildly throughout the room cleaving, wasting only a small amount of mana on it.

If you can handle the adds while controlling Kargath the fights actually quite easy, strange that the "Warchief" is sometimes weaker then the previous bosses.

 

 

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