World of Warcraft/Nightbane

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Karazahn Boss

This article is about a boss in the World of Warcraft raid instance Karazhan.

Contents

Boss Info

1,300,000 HP

Nightbane is a skeletal dragon formed form the remains of Arcanagos. He is a summoned boss in Karazhan. The summoning requires 'a blackened urn'. The urn is gained as a result of a quest chain starting just outside Karazhan with Archmage Alturus. The chain requires killing the Shade of Aran and trips into the heroic versions of both Shattered Halls and Sethekk Halls.

  1. Medivh's Journal
  2. In Good Hands
  3. Kamsis
  4. The Shade of Aran
  5. The Master's Terrace
  6. Digging Up the Past
  7. A Colleague's Aid
  8. Kalynna's Request
  9. Nightbane

Strategy

Nightbane will switch between 2 phases over the course of the fight. Initially, he'll come out of the sky and land on the Terrace. At 75%, 50%, and 25%, Nightbane will take flight temporarily.

Phase 1 (ground)

Nightbane is similar to Onyxia. Getting near his tail is a bad idea. Nightbane's tail swipe deals not only initial direct damage but has a damage over time component as well. The tank will need to face Nightbane into a wall. This will leave openings on both left and right for melee to dps while avoiding the tail, forward cleave, and fire breath. Nightbane's breath attack is called smoldering breath and like his tail swipe also has a DoT attached to it. Normal attacks, cleave, and the breath attack make for a significant amount of burst damage.

This is mostly tank and spank. Like many bosses, Nightbane will occasionally use an aoe fear. This means fear ward, stance dancing, tremor totems and so on. The fear is proceeded by a shaking of the ground. This gives plenty of time to get ready for the incoming fear.

The other ability to watch for is similar to the void zones seen on Netherspite. Nightbane uses charred earth which places a circular area centered under a randomly targeted player. Players inside the circle take continuous fire damage. This is fairly easy to avoid by having 3 groupings of players. 2 Ranged/healer groups. One to the left and one to the right of nightbane. These groups should stand together and try to hug either the wall or the railing. If the charred earth appears under the group. Simple shift to the side and hug the other side of the Terrace walkway. The third group is for melee dps. They should be together and at any given time should be on the left or right of Nightbane. If the charred earth ends up under melee, they simple walk through Nightbane to the other side. The tank can be targeted by the charred earth and should immediately shift out of the affected zone. Tank should try not to move too much to avoid getting melee cleaved/breathed on or ranged tail swiped.

Phase 2 (air)

At 75%, 50%, and 25% health, Nightbane temporarily takes to the air. The first most important thing to do is to have the raid collapse on top of the tank. While Nightbane is in the air, he will drop a fireball barrage on any players that are more than 40 yards away from him. By staying grouped in the middle of the terrace, Nightbane should never hit anyone with the fireball barrage.

Nightbane will unleash a smoking blast while airborne that will usually target the healers. Like most of Nightbane's moves, the blast has an accompanied DoT that should be dispelled since it can stack.

One player will be targeted for Rain of Bones. This player should move away from the raid a bit. Nightbane will drop an aoe on top of the targeted player. This rain will also spawn several Restless Skeletons. This is by far the hardest part of the encounter. They need to be killed off asap before Nightbane lands. The skeletons don't hit very hard on plate but several targeted a clothie can quickly lead to death. The raid should try to focus fire as much as possible. An aoe taunt by one of the raid's tanks can help greatly.

The MT should take care in being ready for Nightbane to land. The threat will have been cleared prior to the landing, so the MT must be quick on the pickup. A hunter's misdirection can help here. When Nightbane lands, the fight returns to phase 1 tactics.

Loot


Talisman of Nightbane
Binds When Picked Up
Held in Off
+18 Stamina
+19 Intellect
Requires Level 70
Equip: Improves spell critical strike rating by 17.
Equip: Increases damage and healing done by magical spells and effects by up to 28.


Stonebough Jerkin
Binds When Picked Up
Chest Leather
364 Armor
+34 Stamina
+35 Intellect
+31 Spirit
Durability 120 / 120
Requires Level 70
Equip: Increases healing done by up to 77 and damage done by up to 26 for all magical spells and effects.
Equip: Restores 9 mana per 5 sec.


Shield of Impenetrable Darkness
Binds When Picked Up
Off Hand Shield
4872 Armor
122 Block
+33 Stamina
Durability 120 / 120
Requires Level 70
Equip: Increases defense rating by 22.
Equip: Increases the block value of your shield by 33.


Scaled Breastplate of Carnage
Binds When Picked Up
Chest Mail
812 Armor
+33 Stamina
+38 Intellect
Durability 140 / 140
Requires Level 70
Equip: Improves critical strike rating by 24.
Equip: Increases attack power by 80.
Equip: Restores 8 mana per 5 sec.


Robe of the Elder Scribes
Binds When Picked Up
Chest Cloth
194 Armor
+27 Stamina
+29 Intellect
+24 Spirit
Durability 100 / 100
Requires Level 70
Equip: Improves spell critical strike rating by 24.
Equip: Increases spell damage and healing done by magical spells and effects by up to 32.
Equip: Gives a chance when your harmful spells land to increase the damage of your spells and effects by up to 130 for 10 sec.


Panzar'Thar Breastplate
Binds When Picked Up
Chest Plate
1450 Armor
+51 Stamina
Yellow Socket
Blue Socket
Blue Socket
Socket Bonus: +4 Block Rating
Durability 165 / 165
Requires Level 70
Equip: Increases defense rating by 26.
Equip: Increases your shield block rating by 24.
Equip: Increases the block value of your shield by 39.


Nightstaff of the Everliving
Binds When Picked Up
Two-Hand Staff
142 - 290 Damage Speed 3.20
(67.6 damage per second)
+33 Stamina
+34 Intellect
+55 Spirit
Durability 120 / 120
Requires Level 70
Equip: Increases healing done by up to 348 and damage done by up to 116 for all magical spells and effects.


Ironstriders of Urgency
Binds When Picked Up
Feet Plate
997 Armor
+33 Strength
+20 Agility
+28 Stamina
Red Socket
Yellow Socket
Socket Bonus: +3 Strength
Durability 75 / 75
Requires Level 70


Ferocious Swift Kickers
Binds When Picked Up
Feet Mail
558 Armor
+22 Stamina
+21 Intellect
Yellow Socket
Blue Socket
Socket Bonus: +6 Attack Power
Durability 70 / 70
Requires Level 70
Equip: Improves critical strike rating by 16.
Equip: Increases attack power by 58.


Emberspur Talisman
Binds When Picked Up
Neck
Requires Level 70
Equip: Increases healing done by up to 66 and damage done by up to 22 for all magical spells and effects.
Equip: Restores 11 mana per 5 sec.


Dragonheart Flameshield
Binds When Picked Up
Off Hand Shield
4872 Armor
122 Block
+19 Stamina
+21 Intellect
Durability 120 / 120
Requires Level 70
Equip: Increases damage and healing done by magical spells and effects by up to 23.
Equip: Restores 7 mana per 5 sec.


Chestguard of the Conniver
Binds When Picked Up
Chest Leather
364 Armor
+37 Agility
+36 Stamina
Durability 120 / 120
Requires Level 70
Equip: Improves hit rating by 22.
Equip: Increases attack power by 90.
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