Common Problem Trash in Kara 40

 The first problem trash mob you will run into is the 

Shadowclaw Darkbringer

.  He is a werewolf in a black tattered and hooded shirt.  The problem is that if left alive long enough he will cast this spell.

Call of Darkness
160 mana
50 yd range
5 sec cast14 sec cooldown
Hurls missiles of dark magic, inflicting 12000 Shadow damage to nearby enemies.


This spell will kill the entire raid if cast.

Thankfully you can interrupt the cast however there is another problem.  Before casting call of darkness, he will cast either Veil of Karazhan or Veil of Vorgendor, one provides him a blue shell that makes him immune to physical damage including immune to pummel and kick type abilities.  The other provides him a green shell that makes him immune to magic like earth shock and counter spell.

So if he casts Veil of Karazhan then begins to cast Call of Darkness a mage or shaman must wait until he begins to cast Call of Darkness and interrupt with counter spell or earth shock.  If he instead casts Veil of Vorgendor a rogue or warrior needs to interrupt with kick or pummel once the call of darkness begins to cast.

It's tricky to do without proper addon's as it can be hard to tell what spell he is casting without the right mods to the game showing you the name of the spell each individual mob is casting so make sure you solve that problem first.

Once you do solve that problem you will need 3 people who you can trust to sit on a target and physical interrupt, and 3 counter spell or earth shock you can trust to sit on a target and wait.

That is because before the first boss is a pull with 3 of the Darkbringer mobs at the same time.  So you will want to mark them Skull X and Square or whatever, and assign a magic and a physical interrupter to both, and be 100% sure they understand the problems.  If they try to interrupt Veil it won't work it can't be interrupted, and then their interrupt will be on cooldown for Call of Darkness, instant wipe.  If they don't have proper addons to tell which spell is being cast, probably instant wipe.

This mob is very dangerous and is cause for MANY wipes, many pulls have 1 Darkbringer in them which will cause full raid wipes.

Shadowclaw Rager

This mob is much easier, he grows large and hits the tank very hard.  Use tranq shot to make him small again.


Lingering Magus

The next most common wipe is the Lingering ghost pulls.  These will have a mix of Lingering Magus, Arcanist, and others.  They are ALL nasty and can cause many deaths, but the most common problems leading to a full wipe is the Magus combo preventing you from being able to do much of anything.

On each of these pulls all the Lingering mobs must be shackled by a priest, and just spam shackle, never stop.  One of the mobs will cast a giant arcane rain on the raid, shackle interrupts the cast saving the raid, so spamming shackle even while killing it is key.  Another mob does a polymorph that can be dispelled and it is a super polymorph that kills the player sheeped over time.  Another makes a bad blizzard that players need to move out of asap.

But the real problem is THE LINGERING MAGUS.  He will target a player at random, and cast a spell on them, applying a debuff.  If that player moves while afflicted, he will explode killing everyone around him instantly.  This spell has 0 cast time, there is 0 warning its about to happen.  If the player he targets is currently moving, it instantly detonates, with 0 warning instantly blowing up the raid.  Sometimes the magus also applies a debuff to a player so the next spell they cast will kill the player, that one isn't so bad, the player gets warning and can stop casting.  It's the moving thats bad.

So it is CRITICAL that the entire raid DOES NOT MOVE AT ALL while fighting a magus.  Again there is 0 warning, 0 cast bars, nothing.  If players are moving while a Magus is free, they are risking a wipe.  I have died at least 50 times to a magus.

Sometimes if you are fighting multiple mobs, a blizzard starts, while a magus is loose, so players have to move out of the blizzard then the magus blows up the raid for moving.  It's balls.

So how do you solve the problem?  Well its pretty easy, kill all the Magus first, shackle everything else. Then the raid can move out of blizzards etc. and the other ghosts are pretty simple.

To do a pull of ghosts correctly, mark each non magus for a shackle.  Have your priests move near the mobs without pulling, and get their shackle target ready.  They are going to shackle everything except the Magus'.

Next form the rest of the raid into a tight ball on your main tanks.  Everyone stacks up and chills.  Say LOUDLY "DONT MOVE" on comms.  Say it again.  Say it again.  MOVING IS NOW BANNED.  Lol you will all die if someone fucks up.

Finally have a hunter use eyes of the beast to pet pull the ghosts, and run back to the raid stack.  The shackles go out, and now just 1-2 Magus are running at the raid.  The Magus are not a threat if no one moves.  So stand still, tank and spank easy peasy.  Once they are dead the raid can spread out, and move like normal.  Break a shackle and kill, and repeat.  Keep spamming shackles the whole time to be safe from star call.

If for some reason the Magus moves outside of melee range of the melee... TOO BAD, stand still and don't fuck up.

These 2 mobs, Darkbringer, and Magus are the most common wipes I see in K40.  If your raid can deal with them, the rest of the mobs are mostly things you have seen in the past, or just hit the tank very hard etc. and your tanks and healers will adjust.  Some abilities will kill a few people or one person, not a huge deal you will learn.

But Darkbringer and Magus when mishandled is an instant wipe for the entire raid.  Learn these two and you will have an easier time.

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