User:BEFEJEZTED/Icecrown citadel raid suggestion

Icecrown Citadel has five wings:

The Warfare Divison, where the military leaders and most skilled warriors of the Scourge reside, the Shadow Apse, where the last branches of the Cult of the Damned are still preparing to take over Azeroth, the Field-Hospital, a slaughterhouse, where the bloody work of the necromancers and plague doctors is underway, the Bestiary, a place full of spiders and worgen, and then the Halls of High Command, the hideout of dangerous masterminds, and the Lich King himself.

= The Warfare Divison =

Leygas the Conquerer


Found within The Courtmartial, the commander of Scourge operations in Northrend is the first boss of Icecrown with not too complicated tactics.

PHASE 1:

The risen draenei possesses the following spells during his first phase.

Dark Cloud- summons untargetable clouds that shoot shadow bolts at the raid.

Retribution- a self buff that deals heavy damage to players attacking the boss. Active for only a few seconds.

Mocking Strike- forces a target to attack the boss for 5 seconds.

Misery- used on Leygas' main target every 8 seconds. Reduces the target's attack power by 5% with every stack. Stacks up 20 times.

Dull Mind- every melee strike drains up to 4% of the target's total mana.

PHASE 2:

Every time he loses 20% of his health he switches to his second phase.

Empower Clouds- empowers existing clouds to deal way higher shadow damage. Also allows players to actually target and kill the clouds.

Fear- scares a player, causing him to run around aimlessly. The player with the Fear effect, and players that are fight next to the feared player are immune to the damage of the Dark Clouds' Shadow Bolts.

Dark Judgement- affects the whole raid during phase two. Deals light shadow damage to everyone in the right, and slows everyone to 80% movement speed.

Dark Shield- Leygas places a shield of invulnerability on himself, absorbing the damage of any attacks or offensive spells.

Blood Heal- while phase two lasts, Leygas heals himself every few seconds for a moderate amount of health.

Phase two lasts until all the clouds are destroyed. After all of them are killed, the boss goes back to phase one.

Summary:

During phase one, Leygas summons untargetable clouds that damage the raid with shadow bolts.

During the few seconds when Retribution is active, players must stop attacking the boss, though Mocking Strike might mess up these efforts.

Spellcasters should tank the boss, since Misery decreases the target's attack power. This would also raise mana issues, because of Dull Mind.

Every time he loses 20% of his health he switches to his seconds phase.

During phase two, players cannot attack the boss, instead, they have to kill the clouds that deal increased damage.

Everyone in the raid is slowed to 80% movement speed, and Leygas places Fear on an unlucky target. Players following the feared player closely are immune to the clouds' damage.

Leygas keeps healing himself with Blood Heal while in his Dark Shield, so the more this phase lasts, the more health points he gains back.

Kill the clouds to end the phase.

Repeat until the boss is down.

Achievements:

The Clouds Above Move Closer- kill Leygas the Conquerer while never letting him summon more than 4 Dark Clouds during while in phase one.

Meet Me Halfway- destroy the last 50% of Leygas the Conquerer's health points without killing more than 3 Dark Clouds.

If You're Under Eighteen You Won't Be Doing Any Time- Defeat the Leygas the Conquerer with less than 18 people in the zone in 25-player mode.

Quotes:

Intro:


 * yell

Aggro:


 * yell

Kill:


 * yell


 * yell

Mocking Strike / Misery:


 * yell


 * yell

Fear:


 * yell

Enrage:


 * yell

Death:


 * yell

Salanar the Horseman


Salanar, the leader of the Scourge hunting parties, spends his days in The Game Preserve, and is the second boss the raids have to beat to get to the Lich King.

PHASE 1:

Shadow Shock- whenever changing targets, Salanar will cast this instant shadow-based damage spell both on his previous and his new target.

Disrupting Crush- hits the first target on the aggro list, and increases damage taken by the target by 50% for 15 seconds.

Diseased Aura- a constantly ticking offensive aura that slowly but steadily damages the raid. Inflicts physical damage.

Posion Trap- places a poison trap under a player. The trap explodes in 3 seconds, dealing nature damage to players who fail to avoid its effect. Leaves behind a curable posion DoT.

Morbid Strike- a melee strike that deals moderate shadow damage and also causes heavy shadow damage over 3 seconds. It can and should be dispelled.

PHASE 2:

When Salanar reaches 50%, he dismounts, summoning his steed, and returning with a different set of abilities:

Unmounted Salanar

Shadow Nova- cast on 3 random players that are outside melee range. Deals AoE Shadow Damage, and is fully resistable. Also silences the players it hits, the duration of the silence depends on how many players got hit by the spell (the more people the AoE damages, the longer the silence lasts).

Improved Morbid Strike- a melee strike that deals heavy shadow damage and also causes even heavier shadow damage over 2 seconds. It can and should be dispelled asap.

Gut Cut- cuts the target's stomach open, dealing heavy physical damage. Gut Cut deals extra nature damage if the target also suffers damage from Posion Trap or its DoT effect.

Posion Trap- this spell remains unchanged, I just wanted to make it clear that Salanar still has it.

Improved Diseased Aura- a constantly ticking offensive aura that slowly but steadily damages the raid. Inflicts physical damage and also increases nature damage done to the raid by 15%.

Enrage- Salanar enrages if Blackmane is killed before him, increasing his damage done by 15%, his health by 10%, and causing Poison Traps to explode instantly.

Blackmane

Shockwave- deals medium nature damage to the whole raid.

Hoof Smash- inflicts physical damage to nearby enemies, stunning them for 2 sec. Damage increases by 3% every time the boss casts this spell.

Heel- Blackmane periodically charges to his rider, causing nature damage to players around Salanar, and wiping all aggro on Blackmane.

Summary:

PHASE 1:

During the first phase the raid must switch tanks because of the Disrupting Crush, the little twist is the Shadow Shock that occurs after every time you do it.

Healers must deal with Diseased Aura, and players must try and avoid Posion Traps.

Remember to dispell Morbid Strikes.

PHASE 2:

After reaching 50%, the boss disappears, and Blackmane and an Unmounted Salanar spawns.

Shadow Nova requires raid members to spread out to mitigate silence duration. You don't want your healers to be silenced while you have to deal with an even more dangerous verison of Morbid Strikes.

During phase two, the Diseased Aura, in adition to constantly damaging the raid, increases the damage of Shockwave and Poison Trap.

Also, the more Blackmane casts Hoof Smash, the more damage it deals- killing Blackmane quickly is essential.

Gut Cut is used on the main tank, and deals extra damage when it hits a target with the poison DoT of Poison Trap. Avoid the trap, or dispell its effect.

Achievements:

All Day I Dream About Salanar- defeat the Salanar encounter, while ensuring that Blackmane falls 1 minute before the death of his master.

Dark Horse- obtain the Blackened Warhorse's Reins from Attume.... errr, Salanar the Horseman in Icecrown Citadel.

Quotes:

Salanar the Horseman:

Intro:


 * yell

Aggro:


 * yell


 * yell

Kill:


 * yell


 * yell

Morbid Strike:


 * yell


 * yell

Enrage:


 * yell

Summon Blackmane:


 * yell

Blackmane Dies:


 * yell

Death:


 * yell

Knight Commander Plaguefist


This badass warrior trains his death knights all day long inside the Barracks of Blasphemy without showing any sign of exhaustion.

PHASE 1:

Challenge Player- charges to a player, challening it to battle. Plaguefist will focus on the Challenged Player only. Challenged players suffer 20% more physical and shadow damage. If the Challenged Player dies, Plaguefist will look for a new target. Challenge lasts for 10 seconds, during which Plaguefist's movement speed is increased. A player can be challenged only once per encounter. When there are no more players left to challenge, Plaguefist will go into a berserk, ending the encounter quickly.

Desecration- Targets in the area of this spell are slowed by 20% by the arms of the dead. Lasts 12 seconds.

Echoing Shout- deals physical damage to every raid member, and silences them for 2 seconds.

Corrupt Soul- desecrates the target's spirit, causing it to periodically stun its nearby allies and to deal shadow damage to them.

Frost Punch- strikes a random target outside of melee range for 50% of the player's health. Also decreases the target's movement speed by 10%. Lasts for 5 seconds.

PHASE 2:

Phase two occurs every 40 seconds. Lasts for 40 seconds, or until the two mirror images (see below) are killed.

Heart Strike- deals heavy physical damage to the target, and increases Plaguefist's attack speed by 20% for a few seconds.

Critical Strike- this debuff is placed on the target after every melee hit that fails to be a critical strike. Increases Plaguefist's chance to critically hit the target by 33%. Stacks up 3 times. Critical hits remove every stack.

Mirror Image- summons two copies of Plaguefist. The copies deal reduced damage with abilities and melee attacks, but apart from that, they have the same attributes as the real boss. The copies are easily distinguished for they have different colors (one of them is blue, and the other one is red).

Dark Lightning- grants one of the copies the ability to launch bolts of shadowy lightning at players, hitting the in groups for heavy shadow damage.

Shielding Boon- places a dark shield on one of the copies, decreasing damage recieved by 50%.

Grant Focus- increases the melee damage of one of the copies by 120%.

Enlargement- every few seconds, Plaguefist grows in size, and his damage increases by 2%. Stacks up 99 times.

Summary:

PHASE 1:

Plaguefist will challenge a player to duel, charging at them and not caring for anyone else. A "challenge phase" lasts for 10 seconds. Whenever Plaguefist finds a new target, all healers should switch to this player as they will more than likely be taking massive damage. Note that no abilities cause any threat, so you can do as much damage as possible. You will not be challenged more than one time during an encounter. When every player has been challenged at least once, Plaguefist enrages, wiping the raid.

Players can try to survive the damage of the boss, but it's more comfortable to simply try and avoid physical contact, though with Desecration and Frost Punch this is not going to be that easy.

Those who have Corrupt Soul should avoid the others, unless they want to stun and damage fellow raid members. Echoing Shout's only reason to be present in the encounter is pure annoyment.

After spending 40 fruitful seconds of challenging players, Plaguefist switches to phase two.

PHASE 2:

Plaguefist spawns 2 Mirror Images. They are slightly weaker than the boss himself.

Raid DPS should be split between the two images, except for the when the real boss places Dark Lightning, Grant Focus, or Shielding Boon on one of them.

Heart Strike increases the boss' attack speed, while Critical Strike increases his chance to deliver critical strikes.

These adds have all the abilities the boss has in phase two, the only exceptions being Dark Lightning, Grant Focus, and Shielding Boon.

For every second spent in phase two, Plaguefist's damage will increase due to Enlargement.

Defeat the adds, then deal with phase one again. Do this until the boss is dead.

Achievements:

The Merriest Barrack- engage and defeat Knight Commander Plaguefist without letting him challenge more than 8 players.

It's Easier To Run- slay Knight Commander Plaguefist without ever letting him reach the player he has challenged.

All I Asked For Was A (Glass Of) Punch- defeat Knight Commander Plaguefist without any raid member dying from Frost Punch.

Size Does Matter After All- defeat Knight Commander Plaguefist when he has exactly 32 stacks of Enlargement.

Quotes:

Aggro:


 * yell

Challenge:


 * yell


 * yell


 * yell

Mirror Image:


 * yell


 * yell

Kill:


 * yell


 * yell


 * yell

Enrage:


 * yell

Death:


 * yell


 * yell

Scourge Commanders
After leaving the Barracks of Blasphemy, players go trough the thrilling and entertaining packs of trash we all know and adore, finally approaching the Shadow Apse, with a whole army of undead standing in front of its entrance.

Doing some random thing (pulling a lever, talking to an NPC, or shooting a car) will alert them, and begin an event during which players defeat a few waves of Scourge forces.

The invading force consists of melee and spellcaster NPCs. Every wave has a Scourge Flag Carrier, and NPC which has to be killed, since it has an aura that increases the attack power and attack speed of his nearby allies by 25%.

After the army is beaten, one of the five available Scourge Commanders will appear and challenge the players to battle.

Warlord Otvarosh


A terrorfiend warlord that is doing the Lich King's bidding for some reason.

Summon Cursed Subject- periodically summons 8 adds called Cursed Subjects.

Ash Cloud- reduces the target's chance to hit with spells and abilities by 30%. Can be dispelled.

Comet Impact- calls forth a meteor to hit the ground. The place of the blast is marked by red fire a few seconds before the actual comet hits, so that players have a few seconds to avoid the damage. Damages players and Cursed Subjects alike.

Cursed Lift- decreases the maximum health of a few random players by 25% for 12 seconds. In adition, increases threat caused by 50%. Also makes the targets immune to the damage of Comet Impact.

Flame Trail- players with the Cursed Lift debuff leave a trail of fire behind themselves. Other players crossing the flames take damage.

Terrifying Howl- decreases the attack power and spell damage of the raid by 5%. Stacks up 4 times. Used every 10 seconds.

Legion Strike- deals heavy physical damage to the main tank. Mitigated by armor.

Cursed Subject

Throw Bone- hurls a sharpened bone at the Otvarosh's main tank, reducing the target's armor by 10%. Stacks up 10 times.

Frenzy- when there are less than 4 skeletons left, the remaning Cursed Subjects increases in size, become red, and start dealing extra heavy meele damage.

Summary:

The raid must avoid comet impact. Fire appears a few moments before the actual spell hits, so this is not a difficult task.

Those who have Cursed Lift must aggro the Cursed Subjects, and pull them into a Comet Impact, killing them this way. Watch out with the trails of fire while pulling the adds.

Terrifying Howl decreases overall raid damage, and Ash Cloud should be dispelled.

The adds use Throw Bone at the main tank, increasing the damage of Legion Strike. You might also want to switch tanks when Throw Bone stacks up too many times.

Don't kill all of the Cursed Subjects while the boss is still alive, or the enraged adds will wipe the raid quickly.

Achievement:

Friendly Fire- force Warlord Otvarosh to lay waste to 45 of his Cursed Subjects using Comet Impact.

Osorkon the Lonely


Once a nobel king of Azjol-Nerub, Osorkon is nore more than another mindless soldier of the ever largening Scourge now. And he's pretty lonely. Give him a big hug!

Exhume Corpses- every 7 seconds a dead body spawns right next to the boss.

Raise Carrion Scarab- raises two Carrion Scarabs from a dead body. The bodies of already killed Carrion Scarabs, bodies summoned by Exhume Corpses, and corpses blown up by smart death knight players are all eligible targets.

Crypt Command- Osorkon roars, increasing the attack power of Carrion Scarabs by 100%. Used frequently and stacks.

Horn- impales three random players, dealing heavy physical damage, and leaving a terrible wound that deals aditional damage over time.

Insect Swarm- deals physical damage over time to a random player, and reduces their movement speed by 20%.

Death and Decay- deals massive shadow damage over time to players in the selected area. Players should run out of this spell as soon as it appears under them. Every time Osorkon casts Death and Decay, he gains a debuff called Powerless. Powerless increases damage done to the boss by 100% for 5 seconds.

Hardened Carapace- self-cast buff that reduces the attack speed of any player attacking the boss by spells, ranged or melee attacks for 20 seconds. The shield can and should be dispelled. The slowing effect cannot be removed by any means.

Summary:

After the first body spawns from Exhume Corpses, or after the first player dies (which can happen anytime, since Horn deals damage in plenty), Carrion Scarabs will start spawning, and Crypt Command will start stacking on them.

You can always try and kill the adds, but killing one Carrion Scarab results in Osorkon casting another Raise Carrion Scarabs, and thus the birth of two other Carrion Scarabs. It is better to hurry and kill Osorkon before the adds overwhelm you.

Heal trough his Insect Swarm.

Every time Osorkon casts his Death and Decay spell he gains Powerless, and the damage done to him increases, so it is a good idea to run to the boss and start heavy dps (of course players must still avoid Death and Decay).

Watch out for his Hardened Carapace spell, it should be dispelled asap, otherwise it's slowing effect can easily mess up the raid's efforts to damage the boss during the Powerless phase.

Achievement:

Your Tears Are All The Company He Needs- defeat Osorkon the Lonely without ever letting one of his Carrion Scarabs live for more than 4 seconds.

Felon the Learned


This dark, insidious creature was once one of the talented magi of Dalaran, but his mom never really liked him, so he decided to wipe out everything that is alive and happy.

Manipulative Gaze- used on random players. Every attack made against Felon while Manipulative Gaze is active heals the boss instead of reducing his health points.

Vampiric Presence- a debuff rarely placed on a random player. The healing and damage done of targets with Vampiric Presence is increased by 30%.

Curse of Leisurely- a curse that increases the cooldown of spells and effects that remove negative buffs from friendly targets (like Dispell, Remove Curse, etc.). Can be dispelled.

Snide Spirit- a sort of a mind-control. Felon takes control of the player, and the target with Snide Spirit has to lose more than 30% of their health to break free of the Snide Spirit. While Snide Spirit is active, the mind-controlled player constantly shoots out bolts of forst magic that damage the raid.

Spiteful Spirit- a sort of a mind-control. Felon takes control of the player, and the target with Spiteful Spirit has to lose more than 30% of their health to break free of the Spiteful Spirit. While Spiteful Spirit is active, the mind-controlled player constantly heals Felon the Learned.

Overflow- affects every player in the raid. Players with Overflow must not make more than 8 offensive moves (like attacks, using damage abilities, casting debuffs) in every 40 seconds. Making more moves than 8 places a damage over time effect on the target that causes shadow damage over 40 seconds. Every move that exceeds the maximum of 8 places another stack of this DoT on the player.

Shadow Buffet Aura- an aura that increases shadow damage done to the raid by 2%. This aura strengthens every few seconds, eventually increasing the damage of Overflow by a fatal amount.

Touch of Death- a spell that is frequently placed on random players. Deals heavy frost damage over 3 seconds. Cannot be dispelled.

Hand of Death- a spell that is rarely placed on a random player. Makes the target immune to Shadow Buffet Aura, and kills the target after 8 seconds.

Summary:

Manipulative Gaze must be removed from players who have it, or they will heal the boss. If you cannot remove it because of the extra cooldown of Curse of Leisurely, they players should stop attacking until they are free of Manipulative Gaze. The Curse of Leisurely itself can be removed too, but since you need every possible chance of removing spells, you shouldn't waste one on the curse. Felon will place it on you again anyway.

Vampiric Presence is very useful to players, until it is combined with Manipulative Gaze. Players having both of the buffs must stop attacking asap.

Players with Snide and Spiteful spirits must be attacked to get the spell removed. Managing to do this and to kill the boss will be tricky due to Overflow, which limits your offensive moves to 8 for every 40 seconds.

Exceeding your 8 strikes simply damages you at first, but as Shadow Buffet Aura becomes more powerful, the ninth attack can actually kill you.

If you gain Hand of Death, feel free to damage the boss as heavy and as much as you want, you'll die in eight seconds anyway.

Achievements:

I've Learned Something Today- slay Felon the Learned without any member of the raid exceeding the maximum 8 attacks of Overflow during the encounter.

Preacher Amasis


A nerubian holy prophet that is ready to sacrifice his life for the common weal.

Ignite Soul- reduces the health of every player in the raid to 1% of their maximum health. In adition, reduces their damage done by 25% for 15 seconds. Used every 15 seconds.

Mass Dispell- Amasis dispells every negative effect from hismelf, and every positive buff from the raid.

Unwilling Assistance- used on the main target. Healing spells affecting the target heal the boss too. Can and should be dispelled.

Binding Heal- heals Amasis and the main tank for a moderate amount of health. Cannot be interrupted.

Flash Heal- a healing spell with a short cast time. Can and should be interrupted. Can and should be interrupted.

Flesh Flay- a channeled spell that deals medium holy damage during its duration. Can and should be interrupted.

Pain Spike- deals medium holy damage over 2 seconds, then regenerates the health lost over 8 seconds.

Call of the Afterlife- deals heavy holy damage to the main tank after 35 seconds.

Holy Nova- heals the boss, and damages players around Amasis. Has a short cast time.

Pain Suppression- instantly reduces the main target's threat and damage done by 100% for 4 sec.

Summary:

Amasis reduces the health of the raid to 1% every 15 seconds, and also reduces their damage by 25%. You might have also noticed, that he has tonns of healing spells, so this means that the raid will need every possible source of bonus damage for themselves, and healing reduction debuffs for the boss.

Too bad, that Mass Dispell will remove all of them from time to time, so the raid will have to put the buffs up again if they want to kill the boss.

Unwilling Assistance will let Amasis benefit from every healing spell used on the tank. It's not a bad idea to dispell this debuff.

Binding Heal heals the boss and the main tank. If Unwilling Assistance is on the tank, the healing of Binding Heal on the tank will also heal the boss, restoring twice as much health.

Remember to interrupt Flash Heal. The regenerative effect it provides for Amasis is not that drastical, but it can mess up things if you don't pay attention.

Flesh Flay and Pain Spike need to be compensated with heavy healing. You can also uinterrupt Flesh Flay, but spare your efforts for Flash Heal.

Call of Afterlife damages the tank after 35 seconds of receiving the buff, make sure that the tank is topped when the damage hits.

A tank switch is also necessary because of Pain Suppression.

Avoid Holy Nova.

Achievements:

Step One: Fight. Step Two: ???. Step Three: Prophet. - defeat Preacher Amasis without ever letting him finish his Flash Heals.

Orithos the Sky Darkener


A deadly skeletal archer. One of the familiar faces from the Scarlet Enclave.

Swift Slash- wounds the main target, dealing heavy physical damage, and knocking it back.

Disengage- Orithos will jump backwards and drop all aggro when there are no targets in melee range.

Heart Sting- shoots the main target, causing heavy damage over time.

Kill Shots- the target suffers 200% bonus damage if the target has less health than the boss (as a percentage of total health).

Volley- hits the five raid members furthest away from Orithos, dealing heavy frost damage, and placing a debuff on them that increases the damage of Volley and Shark Shot (see below) by 150% for 2 minutes.

Shark Shot- damages the whole raid for medium physical damage. As the fight goes on, Shark Shot is used more frequently.

Frozen Arrows- freezes a few random players, rendering them unable to move for 6 seconds.

Summary:

The raid will need two tanks on Orithos, since you don't want Disengage to trigger after who knocks back his main target with Swift Slash.

Healers must watch out with Heart Sting. If the tank has less health than the boss (as a percentage of total health), the tank starts taking heavy damage because of Kill Shots.

Volley hits the 5 players furthest from the boss. It also leaves behind a debuff that makes sure that a player can't take Volley more than once every 2 minutes. Volley increases the damage of Shark Shot too, ending the encounter after a certain time.

Frozen Arrows harden the task of the players assigned to swallow the next Volley.

Achievements:

The Lone Shark- defeat Orithos the Sky Darkener without letting him cast Shark Shot more than once.

Collective Achievements:

Five Little Pigs- defeat all the five available Scourge Commanders while keeping the last Scourge Flag Carrier alive during the whole encounter, thus defeating a boss with 25% extra attack power and attack speed.

Quotes:

(every Scourge Commander has the same quotes)

Intro:


 * yell

Aggro:


 * yell

Kill:


 * yell


 * yell

Special:


 * yell


 * yell

Enrage:


 * yell

Death:


 * yell

= The Shadow Apse =

The Sidler


The creature that is today known as The Sidler was once a human highwayman, gibbeted for murdering a local peasant. The Sidler is an optional boss, therefore killing him is not a hanging matter.

Backstab- deals massive physical damage. Must be used from behind. Leaves the target bleeding.

Garrote- deals heavy damage over time and silences the target. Counts as a bleeding effect.

Explosive Glare- while this effect is active, players facing The Sidler take damage.

Fast Cut- stuns a random target for 4 seconds. Damage does not remove the spell.

Knife Storm- it is advised for players to avoid The Sidler when he starts channeling Knife Storm.

Taste of Blood- The Sidler deals 5% bonus damage for 6 seconds when striking a target that has an active bleed effect. Stacks up 10 times.

Summary:

While Explosive Glare is active, players must turn their backs to the boss.

This allows him to use Backstab, which deals heavy damage and leaves you bleeding, just like Garrote.

And if the boss hits a target that is bleeding, he gains Taste of Blood, and with that, an increase in damage.

Fast Cut makes it hard for players to avoid Explosive Glare and Knife Storm.

Even while Explosive Glare is on, the tank must tank the boss. With good healers this can actually work. Avoid the Knife Storm, turn away from Explosive Glare, and always wish the best for those who get Fast Cut.

Achievements:

Hanging By A Moment- defeat the Sidler while making sure that he has 10 stacks of Taste of Blood for the last 90 seconds of the fight.

War To The Knife- defeat the Sidler without anyone getting hit by Knife Storm.

Gallows Humour- /laugh at the Silder while you are affected by Fast Cut.

Cool Guys Don't Look Into Explosions- defeat the Sidler without more than one player taking damage by Explosive Glare.

Quotes:

Aggro:


 * yell


 * yell

Fast Cut:


 * yell


 * yell

Knife Storm:


 * yell


 * yell


 * *laugh out loud*

Kill:


 * yell


 * yell

Enrage:


 * yell

Death:


 * yell

Runemaster Tvimadur


The vargul on the picture is Runemaster Tvimadur, a malnourished sorcerer summoning furious elementals in the Dragonflayer Sanctum.

PHASE 1:

Wrath- Tvimadur's main attack spell, blasts the main tank for medium nature damage.

Natural Blessing- used on the elemental adds (see below). Increases the target's attack power by 300%, but the target will no longer be able to cast any of its spells or special attacks.

Astral Bond- chains the souls of random raid members to the target of this spell. The players in the chain recieve debuffs and take damage together. Players that attempt to dispell or remove this effect spread it to 3 others.

Erupt Volcano- erupts a volcano that sprays its surrounding with molten rock. Deals fire damage to players standing in its effect. Lasts for 6 seconds. Does not cover a large area.

Summon Elemental- Every 10 seconds, beginning from the start of the encounter Tvimadur will summon a random one from the four available elementals. Only 2 can be present from each type, thus all summonings cease when there are 8 elementals fighting.

The Summoned Elementals:

Nature's Favor- a buff that is placed on players that are responsible for the death of an elemental. Increases damage done by 4%. Stacks up 3 times.

Summoned Air Elemental-

Gust of Wind- sends forth a blast of wind, dealing nature damage, and destroying Smoke Smudges.

Dehydrate- a DoT that deals physical damage for 2 minutes. Dispellable. While the spell lasts, the target periodically leaves behind a gray smoke that covers a small area. Standing in this smoke grants immunity to Hailstorm (see below).

Summoned Earth Elemental-

Ground Smash- cracks open the ground around the Earth Elemental, dealing nature damage to targets around the it, and leaving behind a sand-dune.

Golem Punch- smashes the target for medium physical damage, and reduces its movement speed by 30%.

Summoned Fire Elemental-

Smoke Smudge- periodically places a Smoke Smudge on the ground that emits sweltering fume, reducing attack and spell power of targets standing in the smoke by 15%.

Flamestrike- fulminates the area around the elemental's target, dealing fire damage, and leaving the ground charred. Charred ground deals aditional fire damage to targets standing upon it.

Summoned Water Elemental-

Hailstorm- This spell deals heavy frost damage, and the covered area moves around the room like the blizzard in the Shade of Aran encounter. The gray cloud left behind by Dehydrate grants immunity to Hailstorm for no valid reason (as mentioned above).

Water Splash- splatters the area around the selected target, dealing frost damage and extinguishes Charred Ground upon contact. Water Splash turn sand-dunes into quicksand. The movement speed of players standing in quicksand is drastically reduced.

PHASE 2:

Phase two starts when Tvimadur reaches 40% health. Only three spells differ from phase one.

Improved Erupt Volcano- volcanos are erupting at an increased rate during phase two.

Improved Nature's Favor- in adition to increasing damage, Nature's Favor also deals damage over time to players that are affected by it. Stacks up 7 times.

Tsunami- a new spell. Tvimadur launches a thundering wave of destructive water, dealing heavy frost damage to players hit by Tsunami. Has a wide range, and this spell, just like Water Splash, turns sand-dunes into quicksand.

Summary:

PHASE ONE:

Tvimadur chains a bunch of players together during the fight, who share the damage they recieve, and even pass debuffs to each other. Don't try to remove this spell, it'll just come back tenfold.

The boss summons the good ol' volcanos, just run away from them. Fire resistance helps of course.

Every 10 seconds he summons elementals, and basically, apart from the spells mentioned above, this fight is mostly about moving the right elementals to the right spot.

When a Fire Elemental casts Flamestrike, a player will have to move a Water Elemental to the spot, and keep it there until it casts a Water Splash, so that the charred ground will disappear (watch out though, if the Water Splash hits a sand dune, it'll just make things worse).

If a Smoke Smudge appears, make an Air Elemental puff away the fume.

When a Hailstorm is near, players must take refuge in the gray cloud ( <-- that's yet another twist. While Dehydrate is dispellable, some players must keep the dot, and run around placing the grey clouds, so that they can shelter players from Hailstorm.)

Tvimadur will place Natural Blessings on his adds, making them unable to cast their special spells, and increase their damage rapidly. Since these revenants do not cast their spells any longer, and just cause more damage, they have no use and should be executed as fast at possible (they will respawn in 10 seconds anyway).

PHASE TWO:

After Tvimadur is down to 40%, volcanos will start erupting faster, Nature's Favor starts dealing damage to players, and the Tsunami spell comes into play, turning more sand-dunes into movement-reducing quicksands.

Defeat the boss fast.

Achievements:

Manus Celer Dei- defeat Runemaster Tvimadur in 3 minutes or less.

Some Like It Hot- defeat Runemaster Tvimadur without removing any Smoke Smudges, extinguishing any Flamestrikes, or taking damage from a Volcano.

We Have A Mid 30s Vargul Found Down, Unresponsive- defeat Runemaster Tvimadur without any raid members having more than 5 stacks of Improved Nature's Favor at any time.

Undo Your Seatbelt For Takeoff- defeat Runemaster Tvimadur without any raid members dying from Tsunami.

Quotes:

Intro:


 * yell

Aggro:


 * yell

Kill:


 * yell


 * yell

Erupt Volcano:


 * yell


 * yell

Astral Bond:


 * yell


 * yell


 * yell

Summon Elemental:


 * yell


 * yell

Enrage:


 * yell

Death:


 * yell

Tervez the Schemer


The skillful archmage of the Cult Campus, this boss has a number of fire based spells and a Plague Sprayer to destroy the raid with.

Living Bomb- turns a target into a living bomb, causing fire damage while the spell lasts, and exploding for huge damage after the effect wears off. This spell silences targets hit by the explosion. The explosion damages Tervez too, dealing bonus damage after every stack of Burnout on the boss, consuming the debuffs.

Blast Wave- deals fire damage to targets around Tervez and knocks them away. Casting this spell increases the stacks of Burnout on Tervez by 1. Used when there are too many players in melee range.

Felfire Circle- summons two small circles of enchanted fire. Player standing in the circle suffer light fire damage over time, but are immune to Armageddon.

Armageddon- deals fatal fire damage to every player present. The cast of this spell is announced via a raid warning.

Chaos Bolt- an offensive move that deals heavy fire damage. Meteor Blast's shield (see below) does not absorb this damage.

( Chain Burn)- deals fire damage to a player and then jumps to additional nearby enemies. Each jump increases the damage by 15%. Each target hit increases the stacks of Burnout on Tervez by 1. If the Plague Sprayer is killed, this spell is added to Tervez the Schemer's repertoire.

( Meteor Blast)- kills a random target. Used every 10 seconds. Tervez announces his target to the raid before using Meteor Blast. If the Plague Sprayer is killed, this spell is added to Tervez the Schemer's repertoire.

Plague Sprayer

Chain Burn- deals fire damage to a player and then jumps to additional nearby enemies. Each jump increases the damage by 15%.

Meteor Blast- strikes a random target for heavy fire damage. Used every 7 seconds. The Plague Sprayer announces it's target to the raid before using Meteor Blast. If the player survives the blast, a protective shield is placed around the target, absorbing a lot of damage.

Dispersion- starts channeling Dispersion, healing Tervez rapidly, but ceasing any other action. If the Plague Sprayer dies, a weaker but premanent version of Dispersion is placed on the boss, healing him constantly, but without affecting the stacks of Burnout.

Meteor Shower- an aura that deals fire damage to every player in the encounter. Cannot be resisted, cannot be avoided, this source of damage is present until the Plague Sprayer is defeated.

Summary:

Tervez has a set of offensive abilities of which Armageddon is probably the most dangerous. This ultimate spell wipes all life in the presence of the boss, they only way to avoid it is to run into a Felfire Circle.

Also note how most of his spells leave a stack of Burnout on him, and how Living Bomb damages Tervez too. Well, the more stacks of Burnout, the more damage the boss suffers. Let him cast a few of his spells, and just when you are about to explode because of living bomb, run to the boss. Blast Wave can knock you away from him though, but that's just because of bad luck.

He also possesses the Chaos Bolt spell, a strike that ignores the damage absorbing effect left behind by Meteor Strike.

Then there's the Plague Sprayer.

This NPC has the Chain Burn spell (a chain lightning attack), Dispersion (starts healing Tervez), Meteor Blast (an ability dealing heavy damage, but if you survive being hit by it, the shield it provides can prove to be quite useful), and the Meteor Shower, which is more annoying than dangerous.

Meteor Shower is a constant source of damage for the whole raid, and the healing done by Dispersion makes the fight significantly longer. Killing the Plague Sprayer is therefore useful, although you should be mindful of the fact that if you destroy the Plague Sprayer, Tervez will recieve two of it's spells: Meteor Shower and Chain Burn. The Chain Burn used by Tervez will place a stack of Burnout on him after every player hit, and the Meteor Shower actually becomes fatal.

Not dealing with the Plauge Sprayer is dangerous, but killing it is just as deadly.

Achievements:

Step Into The Circle And Shake Like We Do- spend 60 seconds in Felfire Circles during one encounter.

He's An Agent Of Chaos- defeat Tervez the Schemer without being hit by Chaos Bolt.

Mean Mr. Tervez- defeat Tervez the Schemer while ensuring that the Plague Sprayer dies, and is killed within the first 21 seconds of the encounter.

Live And Let Live- defeat Tervez the Schemer without anyone in the raid damaging the Plague Sprayer.

Quotes:

Intro:


 * yell

Aggro:


 * yell


 * yell

Kill:


 * *satisfied humming*


 * yell


 * yell


 * yell

Enrage:


 * yell


 * yell

Living Bomb:


 * yell


 * yell

Armageddon:


 * yell


 * yell

Sprayer Dies:


 * yell

Death:


 * yell


 * yell

Overseer Hadanot & Overseer Stormbringer
Overseer Hadanot and Overseer Stormbringer are two insane cultists in Arthas' service. The overseers and their Val'kyr minions reside in the Halls of Delusion, a place that is full of acolytes and cultists. While the players clear the room, the bosses share their words of wisdom with the ever-thinning audience.

Shared Fate- since they get along so well, the two overseers must die within 7 seconds of each other, or they will resurrect with full health.

Overseer Hadanot

Frozen Blast- this spell has 3 seconds cast time, and deals medium frost damage to Hadanot's main tank. Leaves behind a debuff that increases the damage done to the target by Shadow Blast and Shadow's Embrace by 200% for 3 seconds.

Blizzard- summons an icy storm at the region selected by the boss. This spell is not channeled, and persists for 10 seconds.

Shadow Blast- this spell has 3 seconds cast time, and deals medium shadow damage to Hadanot's main tank. Leaves behind debuff that increases the damage done to the target by Frost Blast and Blizzard by 200% for 3 seconds.

Shadow's Embrace- causes shadow damage over time to a target. After the duration of the DoT is over, the target suffers one last blast of shadow damage and explodes.

Ice Floes- every 10 seconds the casting time of Frozen Blast and Shadow blast is reduces by 0.2 seconds, meaning that after a certain time the spells will become instant, will be used on targets that take 200% extra damage, and that the encounter will end quickly.

Fallen Angel

Hadanot's personal guardian, assigned to defend the Overseer's life by the Lich King himself. Depsawns upon the death of her protectee.

Trade Life- the Fallen Angel switches her health points, her mana points and her abilities with the Fallen Witch (see below). Used every 20 seconds.

Magic Immunity- the Fallen Angel is immune to magic damage.

Hungering Darkness- summons concentrated shadow under the Fallen Angel. Deals shadow damage to the Angel and to players alike.

Sacrifice- places a ritual circle somewhere near the Fallen Angel. Players standing in the circle take heavy damage, and heal the Angel for the amount of the damage done to the players. Targets within the circle are slowed by 50%.

Soul Fury- blasts a random target for medium shadow damage.

Spirit of Redemption- even after death, the Fallen Angel's essence still lingers in this world, spawning a Spirit of Redemption, allowing the slaughtered creature to cast Greater Heal on Hadanot.

Greater Heal- used by the Spirit of Redemption. Heals Hadanot for 2% of his health every 2 seconds. Uninterruptable.

Overseer Stormbringer

Unholy Aura- the aura hits players standing within 25 yards of the boss for low shadow damage every 2 seconds.

Throw Weapon- used on players that are outside the range of Unholy Aura. Deals heavy physical damage, and leaves behind a debuff that causes the target to bleed, and take heavy damage over time for 8 seconds.

Vile Rage- used on the overseers and the angels. Increases haste and attack speed by 55%. Can be dispelled or spellstolen.

Vile Frenzy- if Vile Rage is dispelled or spellstolen from a target, Stormbringer enrages, dealing 40% bonus damage for 10 seconds, and casting Throw Weapon on players inside the range of Unholy Aura.

Last Stand- when Stormbringer reaches 5% health points, she gains 20% of her maximum health for 120 seconds. Used once per encounter.

Cleaving Strikes- a buff that Stormbringer places on herself. While Cleaving Strikes is active, her attacks hit the two nearest players, meaning that you need two players tanking her.

Fallen Witch

Sworn to keep Overseer Stormbringer safe, the Fallen Witch will fight until the last drop of her cold blood. Or until the death of Overseer Stormbringer, in which case she simply despawns.

Trade Life- the Fallen Witch switches her health points, her mana points and her abilities with the Fallen Allen. Used every 20 seconds.

Melee Immunity- the Fallen Witch is immune to physical damage.

Feedback- damage caused by the Fallen Witch drains mana from the target (if possible). The mana drained this way repleshes the Fallen Witch's own mana pool.

Mana Burn- directed at a random spellcaster, this spell drains mana and health from the player. Has a 3 seconds cast time. Can and should be interrupted.

Mana Tap- the Fallen Witch trades portions of her health points for mana points.

Frostbolt Volley- if allowed to steal enough mana from the raid, the Fallen Witch starts spamming Frostbolt Volleys until her sources are depleted.

Spirit of Redemption- even after death, the Fallen Witch's essence still lingers in this world, spawning a Spirit of Redemption, allowing the slaughtered creature to cast Greater Heal on Stormbringer.

Greater Heal- used by the Spirit of Redemption. Heals Stormbringer for 2% of her health every 2 seconds. Uninterruptable.

Summary:

Hadanot:

He has Frozen Blast, and Shadow Blast. As long as the Blast doesn't hit hit it's target while the 200% bonus damage debuff is active, healers can easily heal trough this ability. If the boss gains too much haste, either from Ice Floes (this means that you're running out of time), or Blood Rage (simply dispell this), the two Blast spells become much more deadly.

Avoid the AoE Blizzard, and don't stand into the middle of the crowd if you have Shadow's Embrace.

Overseer Strombringer:

She has an AoE damaging aura. Players fighting her will be damaged by this, so increased healing is a must. If players try to avoid the aura, or stand out of its effect, Throw Weapon comes into play.

She casts Vile Rage on others, which has to be dispelled (or even better, spellstolen), but doing so ends up in her using Vile Frenzy, but you can't really do anything about that.

This boss needs two tanks, since Cleaving Strikes hits the two nearest targets.

Last Stand is a twist. Remember that the two overseers must die within 7 seconds of each other. When Strombringer reaches 5% health, she will regenerate herself to 25%. Just to make then fight more fun.

The Fallen Witch & the Fallen Angel:

The Fallen Val'kyrs switch their abilities, mana and health during the fight. Everything that applies for the Witch applies for the Angel 20 seconds later.

The Angel:

She is immune to magical damage, which means that if you don't want to spam hunters in the raid, which you shouldn't (just see Throw Weapon), then there must be melee players around the Angel.

Melee players around the boss must watch out for Hungering Darkness. Not only does it damage the players, but the Angel too, eventually killing her.

If the Angel dies while Hadanot is alive, Spirit of Redemption becomes active, and an invulnerable healer add spawns, which makes the boss sort of unkillable.

You must not let the Angel kill herself with Hungering Darkness. To save her life until Hadanot falls, you must send players into the circles summoned by Sacrifice, and replenish the Angel's health with your own.

Don't even think about pulling the Angel out of Hungering Darkness, she doesn't really move, just keeps casting Soul Fury.

The Witch:

The Witch is immune to physical damage, so she will encounter spellcasters mostly, and this is why she has Mana Burn and Feedback.

Don't let her gain too much mana, or she'll cast Frostbolt Volleys a bit much (you can't really stop the Mana Taps, but one Volley is not the end of the world).

Mana Tap also ensures that the Fallen Witch loses enough of her health to threaten the raid with becoming a Spirit of Redemption.

Achievements:

The Angel On My Right Ain't Hangin' Out With Me Tonight- defeat Overseer Hadanot while ensuring that his Fallen Angel dies within the first 60 seconds of the encounter.

Smack My Witch Up- defeat Overseer Stormbringer while ensuring that her Fallen Witch dies within the first 60 seconds of the encounter.

The Life Switch- defeat the Overseers without letting their Fallen Val'kyrs switch their lives more than 3 times.

The Damned Don't Give A Damn- clear the cultists inhabiting the Halls of Delusion in less then 90 seconds.

Quotes:

Overseer Hadanot:

Intro:


 * yell

Aggro:


 * yell

Kill:


 * yell


 * yell


 * yell


 * yell

Enrage:


 * yell


 * yell

Stormbringer Dies:


 * yell


 * yell


 * yell

Death:


 * yell


 * yell

Overseer Stormbringer:

Intro:


 * yell

Aggro:


 * yell


 * yell

Kill:


 * yell


 * yell


 * yell


 * *Overseer Strombringer smiles*

Cleaving Strikes:


 * yell


 * yell


 * yell


 * yell

Vile Frenzy:


 * yell


 * yell

Enrage:


 * yell


 * yell

Hadanot Dies:


 * yell


 * yell

Death:


 * yell


 * yell

= The Field-Hospital =

The Scarecrow


This brutal, mutated wight awaits his daily meal in The Refectory.

Empower- The Scarecrow's damage increases after every successfull melee hit he delivers by 1%. Stacks infinitely.

Ghostly Strike- decreases the main target's dodge chance by 10% for 7 seconds. Stacks up 5 times.

Mad Strike- strikes the main tank for 200% weapon damage. Cannot be avoided by any means. Mad Strikes do apply Empower on the Scarecrow.

Bash- cracks the target's skull open, dealing massive physical damage and wiping aggro on the main tank.

Explode Insides- deals heavy damage over time to a random player target, and blows up the player after the effect wears off. The explosion leaves behind a pool of diseased guts. Players standing in the disgusting stuff gain Explode Insides.

Warcry- The Scarecrow shouts in anger, causing the three players with the lowest aggro, and the main tank to cower in fear. Short cast time.

Frenzy- increases The Scarecrow's attack speed by 20%. Must be removed asap. After reaching 20% health, the Frenzy effect can no longer be removed.

Thunder Clap- decreases the raid's spell and physical damage by 20% for 9 seconds.

Summary:

A quite straightforward fight. Finish the boss before Empower makes him one shoot people.

The more hits the boss delivers, the more dangerous his attacks become. Ghostly Strike (decreases dodge chance) and Mad Strike (cannot be avoided) make sure that he delivers plenty of attacks by the end of the fight.

Players must avoided the guts left behind by Explode Insides. Remove Warcry, or players might accidentally gain Explode Insides.

Remember to remove friendly. Sace CDs for the last 20%, during which removing Frenzy is no longer possible.

Constant tank switches are important because of Bash and Ghostly Strike.

Achievements:

It's Kind Of Hard To Get Along Today- defeat The Scarecrow without letting Empower reach 50 stacks.

Want You Bad- defeat The Scarecrow without dispelling Frenzy.

Everybody Everybody Everybody Cries- defeat The Scarecrow without anyone in the raid gaining Explode Insides while under the effects of Warcry.

Quotes:

Intro:


 * yell

Aggro:


 * yell


 * yell

Kill:


 * yell


 * yell

Fear:


 * yell


 * *mad roar*

Enrage:


 * yell


 * yell

Death:


 * yell

Dark Ranger Eyvans


A charming Dark Ranger. No pun intended. Helps adventurers to the afterlife in the Nursery Rise.

Life Drain Aura- a passive aura that drains the health points of targets near the boss. The aura doesn't have a long range, it's only purpose is to make melee tanking impossible.

Black Arrow- fires a wicked arrow at the target, dealing heavy shadow damage, and leaving behind a debuff that reduces the maximum health point of the target by 50%. This ability is Eyvans' main attack move.

Charm- periodically places a -> permanent <- mind control spell on 1-2 players. Eyvans places a Dark Blessing (ally version ((see below))) on the mind controlled targets immediately after this spell lands.

Dark Blessing (self)- increases Eyvans' maximum health and damage dealt by 50%. Self cast. Lasts for minutes. The ranged tank can, and should spellsteal this buff.

Dark Blessing (ally)- increases the target's maximum health and damage dealt by 200%. Used on mind controlled players. Last for only a few seconds. Cannot be spellstolen. Eyvans never casts this spell on the same target twice.

Raise Ally- Eyvans sacrifices a portion of her health points to bring a fallen ally back to life. The health cost of the spell depends on the maximum health points of the player being resurrected. Dark Blessing does affect this spell. Risen players are virtually invulnerable- attacks, taunt spells, and other offensive moves do affect them, but they cannot be killed again.

Melt Flesh- cast on 3 random raid members, increases all damage taken by 50% for 3 seconds, and reduces damage done to charmed players by 50%.

Summary:

It may seem a little complicated, with all the "maximum health point" stuff, but I'll try to explain. Due to the Life Drain Aura, Eyvans has to be ranged tanked.

A Mage is perfect for the role, since the health-reducing effect of Black Arrow has to be accommodated, and spellstealing Eyvans' self buff (Dark Blessing- self) just does the trick. The other important part of the fight is dealing with the Charmed players.

Every time she charmes a few players, the others will have to burn them down fast, so they will fall while Dark Blessing is still active- this way Eyvans will have to sacrifice 200% more of her health when using Raise Ally. After the players are risen, a tank will have to pick them up, since they are no longer killable, or eligible for Dark Blessing.

Achievements:

So What's The Problem? Let's Do It Quick!- defeat Dark Ranger Eyvans in 2 and a half minutes or less.

Why Didn't They Ask Eyvans?- engage and defeat Dark Ranger Eyvans without dispelling her Dark Blessing (self) buff.

Clever Girl- kill 3 charmed players while under the effects of Melt Flesh.

Quotes:

Intro:


 * yell

Aggro:


 * yell

Kill:


 * yell


 * yell


 * yell


 * yell

Black Arrow:


 * yell


 * yell

Charm:


 * yell


 * yell

Enrage:


 * yell


 * yell

Death:


 * yell

Sawbones Scalpelting


This slightly lunatic professor awaits players in Infirmary #4 with his trusty axe and lethal injections.

PHASE 1:

Dissect- attempts to tear a random target apart, dealing heavy physical damage, and leaving behind a damage over time effect.

Spawn Basted Horror- spawns a Basted Horror that has its normal set of abilities (listed under phase one), and the abilities of the the latest dissected players also.

Magnetic Charge- charges a player with magnetism, redirecting every spell cast by his fellow raid members at him. Applies for friendly and for offensive spells. Last 5 seconds.

Chain-Stitch- sews the flesh of 3 random players together. If the players move away too far from the others with Chain-Stitch, the effect breaks, and the they suffer heavy damage.

Plague Puddle- leaves a puddle of poison on the ground, dealing heavy nature damage to those foolish enough not to avoid it.

Flame Bomb- hits the Sawbones' main target for medium fire damage. If the target of Flame Bomb is currently standing in a Plague Puddle, the heat sends waves of poisonous gas into the air, debuffing the whole raid with Dangerous Exhalation.

Dangerous Exhalation- slows movement speed by 35%, healing recieved by 35%, and damage done by 35%.

Unstable State- placed on random players. Deals nature damage over time, and periodically causes the player to explode, dealing twice the damage it deals with a usual tick. Dispellable by standing into a Plague Puddle.

Chemical Rage- an effect that starts stacking on Scalpelting from the beginning of the encounter. Every time a player explodes from Unstable State, all the stacks are removed from the boss. One stack increases damage by 0.5%. Stacks up 99 times.

Basted Horror

Basted Horrors use the spells listed here, and a few of the class skills of the last three players who were Dissected by Scalpelting (spells like Rejuvenation, Crusader Strike, or Frostbolt. Nothing too drastical).

Taunt- players who kill Basted Horrors gain the attention, and aggro Scalpelting for 8 seconds.

Soft Spot- every few seconds the Basted Horror gains Soft Spot, which increases damage done to the add by 100% for 3-4 seconds.

Scourge Hook- pulls a random player to the Basted Horror.

Splatter Squalor- this ability works like a disease cloud, dealing nature damage to players standing around the Basted Horror.

PHASE 2:

Phase two begins either when there are too many players with Unstable State active (like 15 out of the 25), or when Scalpelting has more than 45 stacks of Chemical Rage.

During phase two, the boss summons adds no longer, and uses spells that completely differ from the ones seen in phase one.

Chemical Backlash- places absolutely random posion effects on the members of the raid. Healing, armour, movement speed, damage or mana regeneration reduction, random health or mana drain, damage over time, and anything you can imagine. They can all be dispelled.

Blow Up Basted Horrors- blows up any Basted Horrors remaining from phase one. Players caught in the fulmination suffer medium nature damage.

Grime Nova- blows up targets who have one of the possible Chemical Backlash effects, dealing nature damage to players around the target, and spreading the poison to others. Used frequently.

Mutilate- cuts a limb off the target, dealing heavy damage, and removing any poison effects on the player. Used on the main target.

Posion Spray- spray players in front of the boss with toxin, dealing nature damage to everyone affected.

Transmute- turns a random player's heart into gold. The transmuted player becomes immune to poison effects, but also suffers 270% extra damage for the rest of the fight. Scalpelting drops better loot after every transmuted player that survives the fight. There can only be a maximum of 3 transmuted players. Used once every time phase two comes.

Phase two lasts until Scalpelting loses 20% of his health points. Then phase one begins again.

Summary:

PHASE 1:

Scalpelting will dissect players during phase one. The bonus abilities of the Basted Horrors also summoned by the boss depend on the class of the last three players dissected.

Magnetic Charge redirects offensive and friendly spells cast by the raid on a random player. While Magnetic Charge is active, players should stop using offensive spells and magical effects.

The boss sews 3 players together. If the chain is broken, the players suffer heavy damage. Players with Chain-Stitch must pay attention not to break the chain, though a random Scourge Hook (pulls away the target from its original position) might make things go very wrong.

Sawbones Scalpelting summons Plague Puddels, players should avoid them, unless they want A. to be damaged, or B. to remove their Unstable State debuffs.

The boss hits his main target with Flame Bombs. It is critical for the tank to keep distance from Plague Puddles, or the bomb lands in the puddle, and the whole raid gains Dangerous Exhalation, which sort of makes it impossible to defeat the boss.

Unstable State keeps stacking on players, while Chemical Rage keep gaining stacks on the boss. If the boss gains too many stacks of Chemical Rage, he deals more damage, and starts phase two. You can remove the Chemical Rage stacks by not removing your Unstable State, but if you don't remove enough of your Unstable States, the boss starts phase two.

It is important for the raid to find the balance between the two stacking buffs. Of course, if you want better loot, you can just decide not to care, and deal with the second phase, every time it occurs. This might lead to a wipe, or to better gear.

Basted Horrors:

These adds appear during phase one.

Players who kill them aggro the boss for 8 seconds. Players who kill the adds must not stand in Plague Puddles, or a Flame Bomb might land on them during these 8 seconds.

Every few seconds, the adds gains Soft Spot, during which it becomes extremely easy to kill them. Burn the adds down, but watch out, a Magnetic Charge appearing in the wrong time, while everyone is burning down the adds, can end with the death of a fellow raid member.

Players should keep a distance from the abominations because of Splatter Squalor.

PHASE 2:

The boss blows up any adds surviving from phase one. Don't let adds survive.

Chemical Backlash and Grime Nova ensures that phase two becomes chaos for most raids.

Mutilate is used on the main tank, it deals heavy damage, and removes any poison effects- this means that the area around the tank is Grime Nova safe, since the tank is immune to poisons.

Players should not gather too many times around the tank however, because Poison Spray deals damage in a frontal cone.

Transmute makes players very vulnerable, but if a few transmuted players survive, the loot the raid gains can become way better.

Achievements:

The Father, The Son, And The Mad Scientist- defeat Sawbones Scalpelting without ever letting him enter phase two.

There Will Your Heart Be Also- defeat Sawbones Scalpelting without any transmuted players dying during the encounter.

Medicine Ball- defeat Sawbones Scalpelting without anyone stepping into a Plague Puddle without Unstable State, without anyone breaking Chain-Stitch, any Flame Bombs landing in Plague Puddles, or without ever being hit by Grime Nova.

The Dissector's Sector- kill Sawbones Scalpelting without ever leaving a Basted Horror alive by the time phase two begins.

Quotes:

Intro:


 * yell

Aggro:


 * yell


 * yell

Dissection:


 * yell


 * yell


 * yell

Spawn Basted Horror:


 * yell


 * yell


 * yell


 * yell

Chain-Stitch:


 * yell


 * yell


 * yell

Dangerous Exhalation:


 * yell


 * yell

Mutilate:


 * yell


 * yell


 * yell

Kill:


 * yell


 * yell


 * yell

Enrage:


 * yell

Death:


 * yell

= The Beastiary =

The Antler
(and his three Guard Worgs)

The Antler guard the cages of the Scarlet Prisoners with his loyal group of Guard Worgs. They reside in the Howling Hovel.

The Antler

Second Wind- For every second spent in crowd control the boss gains a stacking damage bonus. The Antler is a boss not immune to crowd control, he can, and should be stunned while Guard Worgs are alive (so that he doesn't benefit from their Strength of the Pack).

Dark Rune- The Antler summons Dark Runes troughout the fight. If a player walks into one of the runes, it explodes, dealing heavy shadow damage to players nearby and to the Antler alike, and leaves a damage over time spell that breaks crowd control effects.

Shadowstep- This spell teleports the Antler behind a random player. The Antler will start attacking the target of his Shadowstep spell for a few seconds, dealing significantly reduced damage, and without using any of his special attacks. The boss will soon reset all aggro, regain his attack power, and become tauntable.

Shadow Wave- Sends forth a wave of dark energy, dealing heavy shadow damage to the players in the spell's reach. Targets hit by this spell suffer 50% more damage from Corrupted Bite for 20 seconds.

Fear- strikes fear in the enemy, causing it to run in fear for up to 10 seconds. Damage does not interrupt the effect.

Guard Worg x3

Srength of the Pack- while alive, each Guard Worg gives the Antler a buff that increases his damage by 50%. Strength of the Pack stacks up 3 times.

Desperate Defense- when a Guard Worg has less than 25% health, all damage taken is reduced by 50%.

Corrupted Bite- teeth sunk deep into the target, the player targeted by this ability suffers heavy shadow damage.

Respawn- a dead Guard Worg respawns after 40 seconds. Respawn is delayed if the "Shadowstep part" of the encounter is under way until (see below).

Summary:

The first thing to do is to kill those goddamn Guard Worgs. While they are alive, the Antler deals way more melee damage, so you can't just tank the boss while the rest of the raid is burning the dogs down- you have to use crowd control, stun his brains out! Of course, for every second spent in crowd control, his damage increases permanently. Since the Guard Worgs will keep dying, and respawning, the Antler would become too powerful after a while anyway, so sparing players to kill the boss is essential.

When not crowd controlled, face the boss away from his Worgs, or Shadow Wave will mess up with Corrupted Bite.

Fear should be dispelled by any means, since you cannot avoid Dark Runes while you run around like an idiot.

And here's an easy way to burn him down: during the fight he leaves all those Dark Runes that explode if a player OR the boss is near them, and not only they damage the players, but the boss too! When the "Shadowstep phase" begins, players have to run to Dark Runes that are still intact, and wait there until the boss teleports behind them, and then simply walk into the rune.

It will detonate, damaging all the players around the boss, but the Antler too. Kill adds, CC the boss, pull him into the Dark Runes.

Achievements:

Don't Tread Me- defeat the Antler without stepping on or setting off a Dark Rune.

In Lamb's Clothing- keep the Antler crowd controlled for more than 100 seconds in a row.

Ein Kleine Jägermeister- engage and defeat the Antler without killing one of the Guard Worgs during the encounter.

Zwei Kleine Jägermeister- engage and defeat the Antler without killing two of the Guard Worgs during the encounter.

Drei Kleine Jägermeister- engage and defeat the Antler without killing any Guard Worgs during the encounter.

Quotes:

Aggro:


 * yell


 * yell

Kill:


 * yell


 * yell


 * *excited barking*

Shadowstep:


 * yell


 * yell


 * yell

Fear:


 * yell


 * yell


 * yell

Enrage:


 * yell

Death:


 * yell

The Scarlet Prisoners
The Scarlet Prisoners are three unlucky crusaders who ended up in the Icecrown Prison. These optional bosses can be released, but don't except them to be thankful!

Crusader Presence- this spell affects all three Scarlet Prisoners. Their damage dealt is reduced by 15% for every friendly NPC present during the encounter.

Invar One-Arm- (who mysteriously grew back his left arm, well, at least on the picture)

Furious Strike- Invar's auto-attacks deal area of effect fire damage.

Searing Pain- a fire-based DoT that is randomly placed on players. Can and is advised to be dispelled.

Flame Buffet- increases fire damage done to a random player by 250%. Lasts for 9 seconds.

Rupture- inflicts physical damage to the target, and leaves behind a damage over time spell that also increases damage done to the target by shadow and holy spells by 25%.

Assassinate- used on a random player. Stuns the target, and deals heavy physical damage every second. Channeled. Dealing significant amount of damage to Invar will cause him to cease channeling Assassinate.

Wind Walk- Invar charges at three random targets in a short period of time, damaging all of them for 150% weapon damage, and placing Searing Pain on all of them. The boss starts using this spells when there are only two prisoners left.

Blessed Focus- Invar's attacks made in the next 7 seconds are bound to be critical strikes. The boss starts using this spell when he's the only prisoner left.

Orman of Stromgarde-

Overpower- instantly overpower the enemy, causing 400% weapon damage. Useable after the target dodges or parries. The Overpower cannot be blocked, dodged or parried.

Holy Bolt- hurls a holy bolt at the enemy, dealing holy damage, dazing them and jumping to additional nearby enemies. Affects 3 total targets.

Blessed Shield- deals holy damage to targets attacking Orman in melee

Holy Chains- shackles the target with holy chains, reducing their movement to zero. The target regains 10% of their movement each second for 10 sec.

Divine Storm- this spell causes holy damage 4 enemies within 15 yards. The Divine Storm heals other bosses in range of the spell for 125% of the damage caused.

Block- when hit in melee, Orman gains a buff that reduces his movement speed by 2% but increases the damage of his Blessed Shield by 5%. Stacks up 10 times.

Hand of Freedom- removes every movement decreasing effect from the boss, even Block. Used every 10 seconds. The boss starts using this spells when there are only two prisoners left.

Patch of Light- leaves behind an incarnation of positive energy that heals Orman every time he approaches it. Last 30 seconds. The boss starts using this spell when he's the only prisoner left.

Archbishop Beltheris-

Anti-Magic Zone- during the fight Beltheris will randomly place Anti-Magic zones on nearby players

Shadow Mark- corrupts the target, causing it to periodically deal shadow damage to his nearby allies.

Shadow Bolt- as his main attack, the Archbishop shoots Shadow Bolts at the raid.

Summon Infernal- an Onslaught Infernal ascends from the sky, dealing heavy fire damage upon impact. These demons have lots of health points, deal heavy melee damage. They cannot be banished, crowd controlled or enslaved.

Metamorphosis- at 30% HP, Beltheris turns into a Dreadlord, increasing his armor, resistance to spells, and damage done.

Nightmare- stuns a target for 7 seconds, and deals shadow damage while the spell lasts. 2 seconds cast, can and should be interrupted. The boss starts using this spells when there are only two prisoners left.

Sacrifice Minion- destroys an Onslaught Infernal, healing the Archbishop for 10% of his health, and increasing his damage done by 10%. The damage bonus stacks. The boss starts using this spell when he's the only prisoner left.

Onslaught Infernal

Called forth by the Archbishop, these Infernals deal immense melee damage.

Fel Immolation- deals fire damage to players around the Infernal. The damage of this spell is multiplied by two after every Onslaught Infernal present.

Flame Bolt- shoots flame bolts at players when there is nobody in melee range. Flame Bolts deal way less damage than melee attacks.

Heat Wave- lets loose a wave of rock-melting fire, damaging and slowing the movement speed of players who fail to escape its might. This spell also deals light fire damage to the Onslaught Infernal itself.

Summary:

This is an optional fight. Defeating the Antler, and then releasing the Scarlet Prisoners from their cage starts the encounter.

What to do with each of the three crusaders:

-Invar One-Arm:

All of Invar's melee attacks deal fire damage, and his DoT spell, Searing Pain, also deals fire damage.

Flame Buffet increases fire damage done to a random target by 250%, so this spell can be quite dangerous if combined with one of his fire-attacks, or with the fire damage Onslaught Infernals deal upon impact, or with their abilities.

Rupture deals damage over time, and increases shadow and holy damage done to the target. Beltheris deals shadow damage, Orman deals holy, figure out the rest.

Killing Invar becomes more complicated with the death of the other bosses, since he starts using Wind Walk and Bleesed Focus.

If he starts channeling Assassinate, healers must start healing his target, and dps classes must switch to Invar and beat him until he stops channeling the spell.

-Orman of Stormgarde:

This boss cannot be tanked in melee since his overpower executes any player with a decent amount of dodge or parry rating. Orman has to be kited around, though this might prove to be hard due to the daze effect of his Holy Bolt, and the movement reduction of Holy Chains.

A good way to slow down Orman is to have melee classes beat him up good: every time he's hit in melee, he gains a stack of Block, which reduces his movement speed (but also increases the damage of his Blessed Shield). Healers have to pay attention to the players striking him in melee, since the more stacks of Block Orman has, the more damage melee players recieve from Blessed Shield.

The player kiting Orman has to keep him away from other Scarlet Crusaders, or his Divine Storm will heal them for a large amount of health. Avoid the Anti-Magic Fields placed by Archbishop Beltheris, they can easly screw up the work of the ranged tank while kiting.

As the other prisoners start to fall, Orman gains new abilities.

Hand of Freedom makes kiting even harder, and players should also keep the boss away from Patches of Light.

-Archbishop Beltheris

Archbishop Beltheris, another Dreadlord in the disguise of a Scarlet Crusader.

Places Anti-Magic Zones all around the place to make the fight harder. Scarlet Crusaders can use spells inside these zone, players cannot. Players with Shadow Mark must keep a distance from the others.

Beltheris will summon infernals during the encounter, decreasing his and his friends' attack power (see Crusader Presence -> the more friendly units, the less attack power). Not killing some of the infernals can be used to reduce the crusaders' overall damage, but keeping too many of them results in a wipe, since these demons are not weak at all.

After reaching 30% HP he will uncover his true form, increasing his damage done, and unlocking Nightmare.

As for the Infernals.

As I've already mentioned, you might want to keep a few of them so that Crusader Presence stacks up more times on the bosses. Keep in mind though, that the damage of Fel Immolation duplifies with every infernal present.

The infernals also hit like trucks, so this and the Fel Immolation might prove that it's a good idea not to tank the adds in melee.

If the infernal has no targets in melee range, it starts shooting fire bolts, which is not bad at all, since it deals less damage than melee attacks, but it is fire damage after all, and Flame Buffet might still mess up with it.

Heat Wave damages the infernals themselves, and the boss also sacrifices some of his minions, reducing the aditional stacks of Crusader Presence.

Every time one of the Scarlet Prisoners falls, a stack is removed, and the others' damage increases, making the fight harder as it goes on.

Achievements:

And Then There Were None- defeat the Scarlet Prisoners, ensuring that they all die within 10 seconds of each other.

Screaming Like Demons, Hanging From The Ceiling- defeat the Scarlet Prisoners while at least 5 Onslaught Infernals are active and over 80% health.

Give Your Life Expensive- defeat Invar without anyone damaging him with direct attacks while he's channeling Assassinate (with nobody assisting the target being Assassinated)

The Great Transformation- defeat Archbishop Beltheris without killing any of his infernals.

Bang, Bang, Orman's Silver Hammer- defeat Orman without ever letting him have more than 5 stacks of Block.

Quotes:

Ingvar:

Intro:


 * yell

Aggro:


 * yell

Assassinate:


 * yell


 * yell

Kill:


 * yell


 * yell

Enrage:


 * yell

Death:


 * yell

Orman:

Aggro:


 * yell

Divine Storm:


 * yell


 * yell

Kill:


 * yell


 * yell


 * yell


 * yell

Enrage:


 * yell

Death:


 * yell

Beltheris:

Aggro:


 * yell

Inferno:


 * yell


 * yell


 * yell

Metamorphosis:


 * yell

Nightmare:


 * yell


 * yell


 * yell


 * yell

Kill:


 * yell


 * yell

Enrage:


 * yell

Death:


 * yell

Rodos


A huge, ever-hungry spider that lurks in The Breeding Pits. His head, his eight legs, his three maws, and his Abdomen can all be targeted, so the raid can choose what, when and how to kill.

~The Head:

Cold Stare- used on the main target. Inflicts 150% weapon damage reduces the effectiveness of any healing by 10% for 30 sec. Stacks up 10 times.

Poison Bolt Volley- deals nature damage to every player outside of melee range.

Web String- pulls the 3 furthest players to the boss, and reduces their damage and healing done by 20%.

Devour- devours 3 random players in melee range. Used right after Web String, but not necessarily on targets pulled to the boss by Web String. Devoured players are held in on of the three maws of Rodos until the maw is destroyed. Devoured players are unable to act.

Once the head is "killed", Rodos will become Blinded for 10 seconds. During this time, he stops attacking, and casting Cold Stare, Web Strings, or Devour, instead he will start spamming Poison Volley on a reduced cooldown. While Blinded, Digestion deals 50% more damage (see below), but the damage taken by The Abdomen is increased by 20% too. After ten seconds, the head regenerates and starts using all his spells at the regular rate. The head is the part of the boss that targets the main tank and deals the melee damage.

~8 Legs:

Trample- all the eight legs of Rodos have this ability. Deals light but constant physical damage around the leg. Channeled.

Rush- used by legs that are over 50% health points after 30 second of their spawning. Increases the damage of Trample on given leg by 100%.

Mad Rage- if two legs die within 12 seconds of each other the boss becomes enraged, increasing damage done by 10% for fifteen seconds. Mad Rage also removes every stack of the "Weakened" debuff (see below). Mad Rage is a stacking effect (players must not start slaying legs too fast or the boss will gain Mad Rage).

Weakened- Legs can be killed but will respawn after a while. A reappering leg should be dpsed down to 50% or lower at once, or 30 seconds after they have respawned they will start casting. Rodos gains the Weakened debuff every time a leg is destroyed. This debuff deals heavy initial damage, and reduces the attack speed of the Head by 4% for 20 seconds. Stacks up 8 times (obviously). Destroying a leg deals damage to the Abdomen (see below). Note that legs do not have much health points.

~3 Maws:

Digestion- used on devoured players. This spell deals nature damage as long as players are in the Maws. Maws respawn whenever there is a new player devoured.

~The Abdomen:

The Abdomen has the most health points. When the Abdomen dies, the encounter ends.

Parasite- a frequently used spell that deals heavy nature damage over time. Has to me removed, or else it can kill players. Removing the Parasite spell spawns an Agitated Spiderling.

Blow Up Parasites- used on players with the Parasite effect every ~20 seconds or so. Deals area of effect nature damage, consuming the DoT in the process. A Blighted Spiderling spawns next to every player hit by Explode Parasites.

Corpse Explosion- explodes a nearby corpse for medium nature damage.

Agitated Spiderling & Blighted Spiderling

Chill Blood- used by Blighted Spiderlings. When a Blighted Spiderling dies, all players around the killed spider take light frost damage. Chill Blood removes one stack of Rush from Legs in the area of Chill Blood's effect.

Corpse Explosion leaves extra damage when used on Agitated Spiderlings.

Summary:

Now this is one tough fight. Let's start with the head. Cold Stare will force a tank rotation, every 3-4 stacks or so. Killing the Head around the time Devour hits is a good idea, as even though Blinded increases the damage done to players in the Maws, it also increases damage done to the Abdomen.

Rodos has a Web String spell to make sure that whenever he's using Devour, there's someone in melee range. When the three victims are devoured, everybody should focus on the maws and destroy them as fast as possible. Killing the legs is not necessary, but is advised, since killing the legs deals damage to the Abdomen, and also gives Rodos the Weakened debuff. If a leg respawns, it should be DPS-d down to 50% fast, or it will gain Rush, increasing the damage of Trample. Note that Rush can be removed by killing a Blighted Spiderling (see Chill Blood), but Blighted Spiderlings do not spawn unless the Parasite spell is not removed from the players (they spawn on players hit by Blow Up Parasites).

Players must defeat the legs at a steady pace, as killing them too fast might end up in Rodos gaining the Mad Rage debuff (which also removes every stack of Weakened). The raid must also spare dps classes to kill the Abdomen. Every other members of the boss repsawn sooner or later, but killing the Abdomen ends the encounter.

Achievements:

The Kids Aren't Alright- defeat 30 Agitated Spiderlings, and 15 Blighted Spiderlings in a single encounter.

The Bug Bang- avoid being hit by Corpse Explosion during the Rodos encounter.

(So Much Cooler) With Something In Your Mouth- avoid being Devoured during the Rodos encounter.

= Halls of High Command =

The San'layn Council
The San'layn Council consists of two powerful San'layn vampires, Atherann and Theraldis. They are plotting their brainchildren in the Carfax Quarter.

Blood Prince Atherann-

Glacial Strike- deals medium frost damage damage to the target and its surrounding allies, and reduces the main target's armor by 100% for 30 seconds. Damage by Hellfire (see below) removes the armor reduction effect.

Reincarnation- upon death, Atherann reincarnates after 80 seconds. Used once per encounter.

Blood Pool- summons a pool of fresh blood somewhere far away from himself in the room, that damages any players stepping into it. The pool heavily attracts Theraldis, and he will do his best to get near the pool.

Black Plague- infects the selected player with Black Plague, a disease that causes damage over time. Players have a chance to infect aditional raid members with Black Plague upon every attack. Can be dispelled.

Blood Boil- every 12 seconds or so, Atherann casts Blood Boil, which causes every player with Black Plague to scald alive, suffering heavy shadow damage.

Demonic Power- empowers a few random players with unholy energy, increasing their damage done by 20%, and their attack speed by 30%.

Blood Prince Theraldis-

Soulshatter- every players' threat is reduced to zero.

Demon Skin- Theraldis surrounds himself with a defensive shield that absorbs plenty of damage.

Blood Drain- the boss starts stealing the target's blood, while replenishing his own health pool. Channeled and interruptable.

Haunt- sends forth an evil spirit to corrupt the target. The ghost deals shadow damage over time to the target, then returns to Theraldis, healing him for the full amount of the damage dealt by Haunt. Lasts 12 seconds. If Haunt is dispelled before the last 3 seconds of its duration, the effect simply travels onto the dispeller, and starts off at full duration again.

Hellfire- causes targets around Theraldis to ignite, suffering medium fire damage very few seconds. This is an aura, and this effect persists until Theraldis dies.

Banish- banishes a target, rendering it unable to move or perform any other actions, and increasing it's damage and healing recieved by 500%.

Summary:

Atherann:

Glacial Strike reduces the target's armor points to zero, which makes tanking virtually impossible, but luckily it can be removed by simply stepping into Hellfire, so all you have to do is tank Atherann near Theraldis.

The small glitch in this is that Theraldis will keep running to the Blood Pools, and the pools are summoned far away from Atherann, so you will have to keep dragging Atherann after Theraldis, while also keeping in mind that stepping into the pool itself is not a good decision.

Black Plague doesn't deal a lot of damage, but you must dispell it or Blood Boil will damage players with the plague every 12 seconds.

Demonic Power is a nice damage bonus for players that comes in handy, except for when Soulshatter (see below) wipes everyone's aggro. Players with Demonic Power must pay attention not to pull the bosses on them.

The last little twist is with Reincarnation. Theraldis must not fall before the second time Atherann dies, or else there would be no Hellfire to remove Glacial Strike, and Atherann would become unstoppable.

Blood Prince Theraldis:

Soulshatter wipes everyone's aggro. Hard time for tanks.

Blood Drain heals the boss heavily, so it should be interrupted, it's only that Theraldis has a spell called Demon Skin, which absorbs a lot of damage. You will first have to break trough the shield, and then interrupt the spell.

But you will have to do it quick, or else he will heal himself for too much to handle.

Haunt works like the ordinary spell, with the exception that it has to be dispelled in its last few seconds, or it will simply move on to the dispeller.

Hellfire is the AoE fire damage spell that removes Glacial Strike, and Banish is the one that will make your healers insane. Banished players suffer 500% extra damage, and they recieve 500% extra healing. Fighting for the banished player's life will be fun, I promise!

Achievements:

Boxing A Glacier- Defeat Theraldis before Atherann reincarnates. This achievement requires heavy raid DPS, since you cannot tank Atherann (enjoy the metaphor by the way).

Rise And Fall- defeat Atherann in less than one and a half minutes before, and after he reincarnates.

The Halved Blood Prince- kill the two Blood Princes within 20 seconds of each other. (by killing Atherann, I mean killing him after he reincarnates)

I Kissed The San'layn And Liked It- defeat Theraldis while making sure that he never has Demonic Skin on for more than 3 seconds.

Quotes:

Atherann:

Intro:


 * yell

Aggro:


 * yell

Kill:


 * yell


 * yell

Glacial Strike:


 * yell


 * yell

Blood Pool:


 * yell


 * yell

Reincarnation:


 * yell

Enrage:


 * yell

Theraldis Dies:


 * yell


 * yell

Death:


 * yell


 * yell

Theraldis:

Intro:


 * yell

Aggro:


 * yell


 * yell

Kill:


 * yell


 * yell

Blood Drain:


 * yell


 * yell

Enrage:


 * yell

Atherann Dies #1:


 * yell


 * yell

Atherann Dies #2:


 * yell


 * yell

Death:


 * yell

The Lich King
The Lich King awaits players at the Frozen Throne. The remnants of his once great army will defend him to the last man. The remaining Scourge forces are commanded by Deathlord Saurfang and Deathlord Fordragon.

PHASE ONE
Sindragosa

She is invulnerable. Her only role in the first phase is to use Frozen Lightning.

Frozen Lightning- strikes a random player for huge arcane damage. Used every 20 seconds. Leaves a debuff called Struck!. If Frozen Lightning hits a player with the Struck! debuff, the player will die instantly. Frozen Lightning is first used on players without the Struck debuff. It will first hit all 25 players present, and after finishing the first round, Frozen Lightning will start one-shooting players, since everyone will have the Struck! debuff by that time.

Frostbrood Skyroamer

These Frost Wyrms keep firing frozen missiles at enemy targets in the battlefield. They prefer to attack Argent Crusaders.

Frost Blast- blasts a target for heavy frost damage.

Claw- a melee attack. Used after the Skyroamer's landed.

Grab Player- if a Skyroamer goes under 10% health points, it will become invulnerable, grab its aggro first target, and fly over the Main Ship (Orgrim's Hammer, or The Skybreaker), and drop the player on the ship. The Skyroamer dies after placing the player on the ship.

Main Ship

The Main Ship is the Orgrim's Hammer or the Skybreaker (depends on faction). The only way for players to enter the ships is to damage a Skyroamer down to 10%, and become the victims of Grab Player. There are 2 objects the players can use: the Lightning Rod, and an Anti-Aircraft Gun that uses the new amazing vehicle system that we can't get enough of. A maximum of four players are allowed to be on the ship at a time.

Lightning Rod- players can activate or deactivate the Lightning Rod on the ship whenever they think fit. Lightning Rod draws every Frozen Lightning Sindragosa casts to the ship, damaging the players aboard, but without placing the Struck! debuff. Lightning Rod is active as long as there are players alive on the ship.

Anti-Aircraft Gun

Players can hop into these vehicles and use their spells to defeat the undead.

Throw Greek Fire- allows the player to select a region and bombard the area.

Throw Healing Liquid- restores 5% of maximum health to players in the area of the ability

Throw Plague Barrel- throws a barrel full of deadly plague, seized from the apothecaries of Putress. Deals heavy nature damage to friend or foe in the selected region, and reduces their haste and movement by 50%. The speed reduction doesn't affect named NPCs.

Anti-Air Blast- deals massive damage to a Frosbrood Skyroamer, and forces the creature to land.

Machine Gun- fires the machine gun, inflicting heavy damage every second for 5 sec. Hits flying targets only.

Rampaging Abomination

These NPCs are immune to crowd controll.

Fiendish Fever- a damage dealing disease mitigated by armor.

Fixate- causes an enemy to fixate upon the abomination. While the target is fixated upon him, the Rampaging Abomination will not attack anything else.

Self Destruct- upon reaching low health points, the Rampaging Abomination blows itself up, dealing heavy nature damage to nearby players.

Animated Gargoyle

Black Skies- an aura that increases arcane and shadow damage done to players on the Main Ship by 5%. This aura gains a stack after every Gargoyle alive.

Gargoyle Strike- deals shadow damage to a target. Has a long range, and a long cast time. If Gargoyle Strike hits an Anti-Aircraft Gun, the machine will become useless for a few seconds.

Thuzadin Wizard

Frost Bolt- deals heavy frost damage to a single target, and reduces its movement and attack speed by 50% for 7 seconds. Interruptable.

Raise Ghoul- raise an Expendable Soldier from the body of a fallen NPC. Has a very low cooldown, and is used frequentely.

Possession- when low on health, the Thuzadian Wizard destroys its body, and melts with a random nearby scourge npc, increasing its health and damage done.

Expendable Soldier

These ghouls come in large numbers. Aditional Expendable Soldiers can appear due to Raise Ghoul, but they keep spawning during the fight anyway.

Septicemia- a debuff dealing weak damage over time, that gains a stack on the target after every successful strike. This effect will transform into a heavy DoT if it reaches 20 stacks on the target. This heavier spell also reduces the target's armor to zero.

Maim- strikes the selected enemy target for moderate phyiscal damage. Mitigated by armor.

Now, the two Deathlords. Note that they don't have much health, since the raid is already split in four groups anyway (one for the ship, one for the scourge army, and one for each Deathlord).

Deathlord Saurfang

Anguished Roar- places an effect on players around Saurfang that deals heavy damage over time, starting at 20 stacks. Every time the player strikes the Saurfang by melee, ranged or spell attacks, one stack is removed.

Bone Armor- attacking Deathlord Saurfang with spells, ranged or melee attacks spawns a Slavering Skeleton. These enduring adds deal light melee damage, but they are obviously populous.

Blow Up Skeleton- blows up a Slavering Skeleton. Deals heavy shadow damage to players caught in the explosion. Used both on corpses, and on skeletons that are still active.

Aura of Command- this spell has a little larger range than Blow Up Skeleton. The attack power and health of Slavering Skeletons that are outside the range of this spell is increased by 150%. If Deathlord Fordragon is within the range of this spell, his attack power and health increases by 150%.

Mass Icy Touch- deals light frost damage to nearby players, and reduces their movement speed by 25%. Used every few seconds or so.

Mortal Strike- used on the main tank. Deals heavy physical damage, and decreases movement speed and healing recieved by 20%. Does not stack.

Twilight Zone- summons a shadow zone in a random region, damaging players standing in it.

Deathlord Fordragon

Death Gate- summons a Death Gate that can be targeted and destroyed by players. The Death Gate keeps summoning Icecrown Swarmers, and if it is not destroyed after 30 seconds of its spawning, it starts spawning Icecrown Soulcrushers.

Shadow Mend- whenever Fordragon gets too close to Saurfang, he starts spam healing the Orc for 50000 health/tick.

Strangulating Aura- players standing near to Deathlord Fordragon are damaged and silenced every few seconds.

Hand of Sacrifice- places a buff on an Icecrown Swarmer or on an Icecrown Soulcrusher. Deathlord Fordragon takes 30% of the damage the target of the spell suffers. The effect cannot be removed, and lasts until the 10 seconds wear off.

Unholy Armor- attacking Deathlord Fordragon with spells, ranged or melee attacks damage the whole raid. Damage suffered trough Hand of Sacrifice does trigger the spell.

Blood Plague- players hit by Deathlord Fordragon are constantly damaged by this disease. It cannot be dispelled, and is removed only when the target is fully healed. This DoT deals serious damage.

Icecrown Swarmer

Evolve- after every nearby Swarmer that dies, the add gains a 20% increase in attack speed.

Shadow Web- wraps a target up in sticky spiderwebs, rooting the player in place for 5 seconds.

Icky Ground- the ground under the Swarmer becomes all sticky with goo. Players standing stepping upon it suffer nature damage every few seconds. Icky ground lasts for 6 seconds.

Venom Spit- pukes forth disgusting green slime, dealing nature damage to players in front of the Swarmer.

Icecrown Soulcrusher

Spirit Strike- hits a target for medium physical damage, and reduces its dodge chance by 25% for 8 seconds. Stacks up four times.

Dark Blessing- blackened spirits surround the targeted friendly unit, increasing its size, health, and resistance to area of effect spells by 50%.

Soul Link- links the damned souls of to Icecrown Swarmers to the Soulcrusher, sharing their health pools and the damage they suffer.

Quotes:

Deathlord Saurfang:

Intro:


 * yell


 * yell


 * yell

Aggro:


 * yell


 * yell

Mortal Strike:


 * yell


 * yell


 * yell

Enrage:


 * yell

Kill:


 * yell


 * yell


 * *grunts*

Death:


 * yell


 * yell

Deathlord Fordragon:

Intro:


 * yell


 * yell


 * yell

Aggro:


 * yell


 * yell

Death Gate Opens Up:


 * yell


 * yell

Enrage:


 * yell

Kill:


 * yell


 * yell


 * yell


 * yell

Death:


 * yell


 * yell

Summary of Phase One:

OK, here's the first phase in a nutshell. I dare say the most dangerous element of this encounter in the Frozen Lightning. It strikes every 20 seconds, always hits a different player, and after every player has been hit at least once, it starts one-shooting people. You must end the first phase before this starts happening.

Of course, Lightning Rod is still there are a last ray of hope. While it is activated, it protects players on the ground from the spell, and players on the airship don't recieve the Struck! debuff, so this could go on forever, if only there were no Animated Gargoyles. But sadly, they keep spawning, stacking up the Black Skies debuff, and increasing the damage of Frozen Lightning. Killing the gargoyles is a good idea, but you can't do it fast enough to keep the Lightning Rod activated all the time.

Also, let's not forget that players have to get on the ships somehow. The only way is to damage a Frostbrood Skyroamer until it reaches 10%. When the dragon reaches that state, it'll place it's main target on the ship and die. Skyroamers can be forced to the ground by Anti-Air Blasts too.

If we're already talking about the abilities of the Anti-Aircraft Gun (which uses the new amazing vehicle system that we can't get enough of), let's have a look at the others spell. Throw Greek Fire, yeah, that's obvious, an AoE spell. Throw Healing Liquid can be used to heal fellow players, and Throw Plague Barrel, while damages friendly targets too, is a good way to get rid of the adds. Machine Gun is your only useful weapon against Gargoyles. And then there are the actual ground forces.

First, the Rampaging Abominations. These mobs have Fiendish Fever, a DoT that is mitigated by armor. They also choose and chase their targets randomly. The Thuzadin Wizards can raise Expendable Soldiers from the dead, which use Septicemia, a debuff that reduces the target's armor to zero after reaching 20 stacks.

In a nutshell: you'll have kill the dragons, and send players up to the ships to kill the gargoyles. Other npcs, like the ghouls and the wizards can be crowd controlled, but they are also easy to kill. Abominations should be avoided, since they are immune to CC, they choose their targets at a random, and blow up on death. Use ranged to bring them down. Because of Frozen Lightning, he time limit is short as always.

All clear? Then let's see the bosses of phase one.

Deathlord Saurfang:

Saurfang has Anguished Roar, which deals heavy damage over time, starting at 20 stacks. To remove the spell, you must attack the boss.

Then there's Bone Armor. Attacking the boss spawns a skeleton. Of course, Bone Armor is not active all of the time, but Anquished Roar is quite a motivation to attack him even when Bone Armor is up.

Blow Up Skeleton blow up skeletons (couldn't have been more obvious). You have to keep the skeletons away from the boss, or else he will keep blowing up all of them, causing too much damage.

You must also be mindful of Aura of Command, however, which increases the attack power and health of the Slavering Skeletons if they get too far from Saurfang. Also keep Fordragon away from Saurfang, or Aura of Command will increases his damage by 150% (it works the other way for him. Keep the skeletons in the aura, keep Fordragon out of it).

Moving the boss away from the Slavering Skeletons might be harder than you think because of Mass Icy Touch and Mortal Strike.

Avoid the Twilight Zones.

Deathlord Fordragon:

He summons Death Gates, which keep spawning adds. Destroy the Gates, or a stronger type of adds will start spawning.

Keep Fordragon away from Saurfang, or he will start healing the Orc.

To avoid the damage of Flame Circle, you must run to the boss.

Strangulating Aura deals damage to players too near to the boss, and also periodically silences them, which is quite unlucky, since you must keep healing the tank, or else he'll fall to Blood Plague.

A few words about the adds.

Icecrown Swarmers cast evolve, and increase their attack speed by 20% every time they wintess another Swarmer die.

AoE them down, so they will be killed at the same time.

Their other spells are just for pure annoyment.

Destroy the Death Gates fast, or Icecrown Soulcrusher will spawn. They are truely deadly, with Dark Blessing (increases AoE resistance of Swarmers), and Soul Link (messes up health pools- AoE doesn't really work anymore).

This phase lasts until both Deathlords are fallen.

PHASE TWO
Arthas' two most trusted lieutenants are dead, and the Lich King is really pissed! He jumps out from behind a thick blade of grass behind which he was hiding, and summons four elite soldiers, called Hands of the Lich King, all ready to fight the raid.

At the same moment, Sindragosa strikes the Main Ship down, causing it to crash in the middle of the scene. Alliance and Horde forces crawl out of the ruins with their respective heroes, and a new phase begins as they join the battle.

The Lich King

Brain Freeze Aura- an aura that reduces every spell's cast range to melee range.

Dark Leprosy- used on the main tank. Deals shadow damage over time after every point of armor the target has.

Death Coil- used by the Lich King to heal nearby undead minions. Heals lots of health points, and also places a damage bonus buff on the target that lasts for 20 seconds.

Death Pact- drains 99% of a nearby undead NPC's current life (current, so it does not kill it. Also note that Death Pact is never used on Hands of the Lich King), and restores the health to the Lich King threefold.

King's Command- the Lich King dominates the target's mind, increasing its size and damage done by 150%, and reducing its health points by 50%. Lasts for 20 seconds.

Shadow Flash- every 7 seconds the Lich King gains one stack of the buff called Shadow Flash. If an Alliance or a Horde Hero attacks the Lich King with their Heroic Blast ability, Arthas removes one stack of this spell, dealing medium shadow damage to the whole raid.

Resurrect Hand- if a Hand of the Lich King dies while Arthas has at least one stack of Shadow Flash, Arthas can call back the fallen Hand to life. Resurrect Hand costs one stack of Shadow Flash.

Arthas has 4 Hands of the Lich King to assist him.

Hand of the Lich King x4

Winds of Woe- deals heavy frost damage in a frontal cone. Winds of Woe places a debuff on players hit called Despair, that increases damage done to the players by the Hand of the Lich King that used Winds of Woe. Used every 45 seconds. Cannot be avoided.

Wicked Slash- deals heavy frost damage to a single target. Mitigated by armor. Cannot be avoided by any means.

Shielding Presence- Arthas' health points are increased by 5% after every Hand of the Lich King alive.

Cure- removes crowd control effects from friendly targets. The target's damage increases by 25% for 10 seconds after every succesfully removed crowd control effect.

Alliance Soldiers / Horde Soldiers

A bunch of Alliance and Horde Soldiers appear to aid the raid, regardless of the players' faction. The opposing faction's soldiers are neautral to you, and you and your raid can actually damage them. Directly attacking a neutral soldier turns the soldier against the raid.

Desperate Roar- increases nearby friendly players' armor by 30%. This buff cannot be removed by right clicking on it. Cannot be dispelled. Gaining the Despair effect of Winds of Woe successfully removes Desperate Roar.

Low Blow- stuns a nearby undead NPC for 6 seconds.

Alliance Heroes / Horde Heroes



Players have to take control of the Hero NPCs. If you are Horde, 4 Horde Heroes appear to aid you. If you are Alliance, 4 Alliance Heroes appear to aid you.

Heroic Blast- deals medium holy damage to the target.

Seal of Light- melee strikes have a chance to heal the Hero.

Heroic Move- sacrifices 10% of your Hero's health points to heal a player for 25% of their health.

Revenge- every time an Alliance or a Horde Soldier is Devoured by Sindragosa, their respective heroes enrage, gaining a stacking damage debuff.

Sindragosa

Sindragosa no longer casts Frozen Lightning. She is still invulnerable.

Ingest Soldier- Sindragosa periodically devours an Alliance or a Horde Soldier, killing her victim instantly.

Ice Shower- players around Sindragosa take frost damage whenever she descends to consume a soldier.

Note that certain adds are still present and are spawning during phase two:

-Rampaging Abominations, with their Fiendish Fever, Fixate, and Self Destruct spells. These creatures are appearing at an increased rate in phase two.

-Expendable Soldier are still hunting for targets to use Septicemia on.

-Animated Gargoyles, who, though no longer possess the Black Skies ability, are still ready to use Gargoyle Strike. They can also use Stoneform now:

Stoneform- when gargoyles are low on health, they land and morph into stone-like statues. Though they are unable to attack in this state, they can take time to regenerate their wounds.

-Frostbrood Skyroamers and Thuzadin Wizards are absorbed by the negative infinite, and are absent from the rest of the encounter.

Quotes:

Arthas:

Intro:


 * yell

Aggro:


 * yell


 * yell

King's Command:


 * yell


 * yell


 * yell


 * yell


 * yell

Resurrect Hand:


 * yell


 * yell


 * yell

Kill:


 * yell


 * yell

Enrage:


 * yell

Summary of Phase Two:

Arthas appears, with four Hands. Frienly NPCs come to your aid, and the Heroes can be controlled by players. The Main Ship is destroyed, party members aboard fall to the ground without any damage. The raid has a little time to regenerate, then the fight begins again.

The Lich King:

Let's see his Brain Freeze Aura first. It reduces every spell's cast range to melee range, so even if you're a mage, you have to be standing right next to your target to cast that Pyroblast. Kepp in mind that since you have to stand right next to the Abominations do damage them with spells, their Self Destruct spell becomes more dangerous than ever. This means that catching a disease, Fiendish Fever from a Rampaging Abomination for example, is not hard at all. In a few second's time, the whole raid will have this disease, since the Abomination runs around randomly (due to Fixate), and will even reach the main tank.

Remember that Fiendish Fever is still used. It deals shadow damage, mitigated by armor. So it's not dangerous if you have a good stash of armor.

Now, the main tank is not supposed to have a good stash of armor, since Dark Leprosy deals shadow damage after every point of armor the target has, so using a tank with too much armor points is suicide.

So how to decrease your armor without losing any stamina, defense rating, or others stats in the middle of the fight? Pick up lots of Expendable Soldiers! They use Septicemia, a weak dot that gains one stack after every melee hit by the ghouls. This effect will transform into a heavy DoT if it reaches 20 stacks on the target. This heavier spell also reduces the target's armor to zero. Problem (sort of) solved.

Arthas uses his Death Coil spell to heal his minions (mostly his gargoyles). Gargoyles use Stonefrom when low on health, and players should burn these adds down while they are on the ground, regenerating, or they will take to the air again, benefiting from the damage bonus of Death Coil.

King's Command is a mind control spell that reduces the target's health (watch out with AoEs), and increases its damage. You can try to crowd control them, but it's going to be hard since the Hands tend to remove CC spells with Cure.

Death Pact drains 99% of an undead add's health, sending Rampaging Abominations down to 1% health, and triggering Self Destructions randomly.

Every 7 seconds the Lich King gains a stack of Shadow Flash. If he is attacked by a Heroic Blast, one stack is removed, and the raid suffers shadow damage.

Arthas can use one stack of Shadow Flash to call back a Hand of the Lich King to life. If the twist is not obvious here, I'll explain. Before you attempt to finish off a Hand of the Lich King, you have to remove every stack of Shadow Flash from the boss, damaging yourself in the process, or the Hand you have just killed will rise again.

Hands of the Lich King:

Winds of Woe is an AoE that deals heavy frost damage, and also increases the damage done to players BY the Hand that cast the spell, meaning that every player hit by Winds of Woe must move onto an other Hand of the Lich King, or they will suffer extra damage. Used every 45 seconds. Cannot be avoided.

Wicked Slash deals heavy damage to a single target, well, you always need good tanks and healers.

Also, the more Hands present, the more health Arthas has (just see Shielding Presence).

Cure removes CC effects, and gives a damage buff, see the explanation of King's Command before.

Heroes and Soldiers:

Even though it looks like the Soldiers are there to help you, actually, they are not. Desperate Roar increases nearby players' armor, and therefore the damage they suffer from Fiendish Fever, and the only way to remove it is by standing into Winds of Woe.

Low Blow stuns Scourge adds, so that the Hands can remove the CC, and increase the add's damage also.

The Hero NPCs have an interesting skill called Revenge --> "every time an Alliance or a Horde Soldier is devoured by Sindragosa, their respective heroes enrage, gaining a stacking damage debuff". We know that Alliance and Horde soldiers are fighting against the adds too, and that Sindragosa keeps eating them.

The dragon will use her Ingest Soldier spell randomly, and will not always consume your faction's soldiers. If your raid starts killing the opposing faction's soldiers, Sindragosa will always have to devour the NPCs allied to you, therefore the supply of Revenge stacks is limitless. Kill the neutral soldiers, and enjoy the bonus damage!

This phase lasts until either all Hands are permanently dead. Remember that you have a narrow field of time, since the players attacking the Hands must move to a new Hand every 45 seconds (see Winds of Woe). After visiting all of the four Hands, the raid cannot fight on without taking too much extra damage, and the encounter ends with a wipe. Defeat the four adds before this happens.

PHASE THREE
The Hands of the Lich King have fallen, all Heroes are killed, and the players who were controlling them are given the control of their characters again. Tirion also pops in, challenging Arthas to battle.

Alliance and Horde soldiers no longer spawn. As for Scourge adds, Snowblind Soldiers, Flesh Towers, and Wailing Banshees take the place of the previous NPCs.

Snowblind Soldier

Frost Flu- a disease that deals medium frost damage to every target the ghoul assaults. Dispellable.

Ambush- jumps to a Wailing Banshee, stomping the ground upon approach, dealing frost damage to every player around the Banshee.

Huddle Up- the ghoul spends more effort on protecting itself, reducing physical damage recieved by 100% for 40 seconds. Also makes the ghoul immune to cword control effects.

Wailing Banshee

Banshee Bolt- hurls a bolt of negative force at the target, dealing medium shadow damage. Interruptable.

Rune Circle- summons a dark circle of shadowy power around the Banshee, dealing shadow damage to any players crossing the circle.

Assist Sindragosa- the Banshee hurries to Sindragosa, and begins to channel this spell. Heals the boss for 0.5% of her health every second while the channel lasts. Channels for 10 seconds. Interruptable.

Anti-Magic Shield- the Banshee places a protective shell around herself, reducing magical damage recieved by 100% for 40 seconds. Also makes the banshee's spells uninterruptable.

Flesh Tower

Cannibalize- consumes the corpse of a Wailing Banshee or a Snowblind Soldier, healing the Flesh Tower for 50% of its health, and allowing it to use either Icy Strike or Runic Strike, depending on the type of the add the Flesh Tower consumed.

Intense Rage- the Flesh Tower's attack power increase by 1% after every second spent alive. Stacks up 99 times.

Runic Strike- used after eating the corpse of a Wailing Banshee. Deals shadow damage to the target, and increases the damage done by Banshee Bolt and Rune Circle on the target by 200%.

Icy Strike- used after eating the corpse of a Snowblind Soldier. Deals frost damage to the target, and increases the damage done by Frost Flu and Assault on the target by 200%.

Sindragosa

Sindragosa no longer casts Ingest Soldier. She becomes vulnerable, and joins the actual fight.

Cold Breath- deals heavy frost damage to players in front of Sindragosa, and places a Frost Barrier on them, which puts them into a large block of ice. Players in the ice suffer medium frost damage every two seconds or so. The ice chunks can be destroyed by other players. When a Frost Barrier is shattered, the whole raid suffers heavy frost damage.

Shivers- players released from the ice chunks of Cold Breath are resistant to Shadow Flash, and the spell will deal no damage to them.

Bone Spikes- releases bone spikes in a random direction, damaging any players standing in the spikes' way,

Frost Nova- marks a target as the subject of Sindragosa's endless wrath, periodically sending a wave of frozen force trough the player, dealing heavy frost damage to enemy units affected by the detonation, and knocking them back a large distance.

Heart-Stirring Roar- increases the attack power, and movement and attack speed of nearby undead adds by 1000%, and also damages Frost Barriers that are not destroyed after 10 seconds of their spawning.

Splinters- all of Sindragosa's melee attacks along with the Bone Spike spell leave the target bleeding until fully healed.

The Lich King

Arthas fights Tirion and only Tirion during this phase. Damage him as much as you want, he will only care for the paladin.

Triumphant- Tirion and his forces are losing, and the moment of the Lich King's victory is closer than ever! Every player around the boss suffers 300% extra damage from shadow based spells and attacks. This spell is active when Arthas has more health points than Tirion.

Unholy Blight- summons a cloud of unholy energy on the selected location, dealing shadow damage to any player standing in it.

Devouring Plague- a spell that causes damage over time. Life force destroyed by the Devouring Plague heals the Lich King. Used frequently. Can be dispelled.

Improved King's Command- the Lich King dominates the target's mind, increasing its size and damage done by 150%, and reducing its health points by 50%. Players that go below 10% health are automatically mind controlled.

Improved Shadow Flash- deals shadow damage to players attacking the Lich King, healing Tirion, or assisting the paladin in his personal duel in any way. Players imprisoned in Frost Barriers suffer aditional shadow damage.

Improved Freeze Brain- freezes a random spellcaster's brain, reducing their mana to zero, and silencing them for 5 seconds. Usually used after Bone Spikes.

Death Grip- pulls a random player right next to the Lich King.

Tirion

The leader of the Argent Crusade has joined the fight! He is dueling Arthas in a heroic combat. Tirion cannot die, he remains at 1 health point.

Triumphant- It looks like Tirion is going to win the fight! Every player around Tirion suffers 300% extra damage from holy based spells and attacks. This spell is active when Tirion has more health points than Arthas.

Holy Light- heals a random player. Rarely used.

Holy Fire- this damage dealing debuff deals holy damage to the target it affects. Deals 100% bonus damage against mind controlled targets.

Consecration- consecrates the selected location, dealing holy damage to any enemy targets who step upon it.

Lay on Hands- reduces a friendly player's mana to 0%, but heals the target to full health in turn. Usually used after Bone Spike.

Hammer of Wrath- attempts to execute enemy targets that are below 10% health, dealing heavy holy damage. Has a 10 seconds cooldown. Obviously not used on Arthas or Sindragosa.

Korialstrasz

Alexstrasza's love, Korialstrasz fights on the ground in his dragon form. He can be damaged (via Touch of Treachery, see below), but cannot be killed.

Breath of Fire- deals heavy fire damage to players and scourge adds alike. Leaves behind a heavy DoT that cannot be dispelled.

Breath of Life- heals players to full health in a frontal cone.

Tail Smash- strikes enemy targets begind the dragon, dealing physical damage. While attacking players with Touch of Treachery (see below), Tail Smash deals damage to players and scourge NPCs alike.

Grim Messenger

The Grim Messenger came to laugh at the foolish war of mortals and immortals. He is an enemy of the Scourge and the players alike, fighting both of them. During the battle the dragon keeps announcing the return of Deathwing, and the ever-nearing death of the other Aspects. This dragon is hovering above the ground and cannot be damaged.

Touch of Treachery- a debuff that is randomly placed on players. Lasts 20 seconds. Every time it wears off of player, it is placed on another. Touch of Treachery allows you to attack Korialstrasz, and while the effect lasts you are not allowed to use positive spells (i.e.: healing spells, buffs, etc.) on your fellow raid members. Increases threat caused by 150%, and reduces healing recieved from other players by 100%.

Death Bolt- deals hundreds of thousands of damage to the target. Used on Tirion and Arthas.

Quotes:

Arthas:

Shatter Soul:


 * yell


 * yell


 * yell

Execute:


 * yell


 * yell


 * yell

Triumphant:


 * yell


 * yell


 * *evil laughter*

Tirion:

Holy Light:


 * yell


 * yell


 * yell

Holy Fire:


 * yell


 * yell

Triumphant:


 * yell


 * yell


 * yell


 * yell

Grim:

Touch of Treachery:


 * yell


 * yell


 * yell


 * yell


 * yell


 * yell

Death Bolt:


 * yell


 * yell


 * yell

Summary:

-

This would cover the three phases of the Lich King Encounter.

And now let me tell you how I would finish the encounter.

You damage down Arthas to 20% health.

At this point, Korialstrasz, who has his shield no more (since we stole it with the Bronze Orb), accidently steps into a Blue Flame left behind Alexstrasza's and Sindragosa's combat, and dies.

This enrages Alexstrasza pretty well, who stops beating the hell out of Sindragosa, and declares that her lover's death is our fault, and turns on Tirion and Arthas.

The boys raise their swords, the Ashbringer and Frostmourne, and try to defend themselves against the mad dragon. One strike from the combined power of the two mighty weapons bring down Alexstrasza, who explodes with a surge of life, shattering the swords, and driving Ner'zhul out of Arthas, and putting Sindragosa to rest.

The Grim Messenger leaves the scene, triumphant, since he has accomplished his goal with the death of another Aspect. Before setting off, he warns Chromie and Itharius that their time is close too.

I'd say that without Ner'zhul in him, Arthas can be a positive character again, fighting hard in the next few expansions to regain the trust of the world. The shards of Frostmourne and the Ashbringer could be collected to forge a new, even greater weapon after an epic quest chain.

With Frostmourne no longer intact, this would even give an answer to the matter of no new Lich King after picking up the cursed blade.

So much for my happy ending.

This is how "I" would finish the story.

I know Blizzard will come up with something much better.

So I need no comments on my theory, thanks.

Just on the encounter ideas.

Achievements:

PHASE 1:

The Moment The Sky Strikes- finish phase one after you've been hit by Frozen Lightning more than 20 times (you obviously need to be standing on the ship with Lightning Rod active to do that).

Ride The Lightning- finish phase one before Sindragosa casts Frozen Lightning more than 15 times.

My Aircraft Is Full Of Eels- ... but not full of players! Beat phase one without ever having more than 2 players on the Main Ship.

I Will Fear No Evil- defeat 150 Animated Gargoyles during the Lich King encounter. Note that these creatures are present in more than one phase.

The More Common...- slaughter 450 Expendable Soldiers during the Lich King encounter. Note that these creatures are present in more than one phase.

...The Worse- force 15 Frostbrood Skyroamers to land during a single encounter.

The Armory- defeat the two Deathlords without anyone triggering Unholy Armor, or ever summoning more than 400 skeletons by Bone Armor.

I'll Yell Until You Hear It- defeat the two Deathlords while keeping at least 10 stacks of Anguished Roar for the last 30 seconds of the encounter.

Chevron Seven Locked- defeat the two Deathlords while ensuring that no Death Gates survive long enough to spawn an Icecrown Soulcrusher.

PHASE 2:

The Plot Shield- beat phase two without any Heroes going under 70% health points.

The Platinum Trio- beat phase two with only three Heroes under players' controll.

The Dynamic Duo- beat phase two with only two Heroes under players' controll.

There's No One Here But Me- beat phase two with only one Hero controlled.

They All Grew Up To Die- defeat the Lich King while killing at least 35 of the opposing faction's soldiers.

One Hand Washes the Other- kill two Hands of the Lich King while ensuring that they fall within 5 seconds of each other, and that they will not be resurrected.

The Fever, The Better- defeat the Lich King without ever catching the Fiendish Fever during the encounter

PHASE 3:

We Gladly Feast On Those Who Would Subdue Us- defeat the Lich King without ever letting a Revengeful Spirit gain more than 15 stacks of Vengeance

Long Live The King- defeat the Lich King without ever letting him become Triumphant (without ever letting Arthas have more HP than Tirion).

Let's Introduce A Little Anarchy- survive the eight seconds of Shatter Soul without standing in Chromie's Sand Breath.

Touch Me Not- defeat the Lich King without ever stepping on Consecration or Unholy Blight.

Don't Shoot The Messenger- defeat the Lich King without anyone in the raid dying while under the effects of Touch of Treachery

Collective Achievements:

For Facing Death We Rush Head On- defeat the Lich King within 55 minutes of the San'layn Council's fall

The Most Diabolical Villain In The World- defeat the Lich King in Heroic Mode.

I'm Not Led: I Lead-

Always Look On The Bright Side Of Life-

The Day When Nobody Died- defeat the Lich King without anyone in the raid dying during the encounter-