World of Warcraft/Prince Malchezaar

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Karazahn Boss

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

Contents

Boss Info

Prince Malchezaar is an eredar and the current ruler of Karazhan. He is found roaming a terrace at the highest point of Karazhan.

1,100,000 HP

Strategy

The Prince can be a somewhat daunting fight. However, with proper positioning, the fight is made infinitely easier. Along the wall to the far left of the entrance to the balcony, there are a pair of indentations. The tank should move the Prince into the upper indentation while the raid stands in the lower one. Image:Prince safe.jpg

This positioning should allow you to avoid the most frustrating part of the fight, namely the Infernals. The infernals are continuously summoned during the fight. They fall out of the sky and land at semi-random locations on the balcony. There are fixed landing points, but the landing point selected will be random. The infernals land and are stationary. They will then spam hellfire in a large radius. The position showed allows the raid to avoid any hellfire. There will be a chance of one infernal landing nearby that will cut off the path along the wall between the tank and the raid. It is important that melee dps be aware of this situation.

Phase 1 (100-61%)

Malchezaar is a challenging fight and requires a well geared tank to hold up to the punishment. The tank should pull the Prince into position and tank with their back against a wall. Starting immediately in phase 1, the Prince will be dealing a significant amount of damage to the tank. This is often due to crushing blows, but also due to his use of thrash which adds 2 additional attacks. Healers need to stay focused on the tank due to this large amount of burst damage. The raid should, in general, not be taking any damage at all during this phase. The prince will occassionally use shadow word: pain which should be removed from the victim asap.

Every 45 seconds or so, the Prince will call down an infernal. If you're raid is correctly positioned, don't worry about them. Just make sure melee doesn't go running through hellfire pulses if one does land nearby.

The biggest ability to be mindful of during the fight is called enfeeble. This is a temporary health debuff that sets your HP to 1 and prevents any form of healing. It targets 5 raid members. The trick is that it won't target the player with highest threat. This should be your tank. It is key to make sure that all dps stay below your tank on threat. If anyone moves above the tank on threat, your tank may be a victim of enfeeble which will result in a quick wipe. Shadow priests should take care in using shadow word: death. The reflected damage timed with enfeeble can cause you to kill yourself. If you wish to use sw:d, make sure to do so only after enfeeble has just faded.

When enfeeble hits, all melee dps should run back over to the raid group. This is because a few seconds after enfeeble, the Prince uses a shadow nova. This is an arcane explosion type of move that hits everyone in a 30 yard radius for 3000 shadow damage and causes a knockback. The knockback is why the tank should always have their back to a wall. The shadow nova damage will kill any enfeebled players still in range. Its easily avoided damage and the knockback could send you into an infernal, so just be sure to run out if you are melee dps.

Phase 2 (60-30%)

Phase 2 continues much the same as phase 1. The prince will pull out a second weapon and begin to dual wield. This will cause the Prince to deal even more damage. Its important to keep the tank's health high. Between the dual wield damage, trash, and crushing blows, its possible for a tank to drop in a matter of moments. Shield wall if needed. The raid should try to push through this phase asap to avoid an unlucky set of crushing blows. The raid should still be taking no damage. All healing focus should be on the tank.

Phase 3 (30%-dead)

In phase 3, the damage against the tank is decreased. This is due to the Prince releasing his 2 weapons. They now begin to fly around on their own attacking the raid. The weapons can not be damaged or killed, so keep focused on the Prince. The raid at this point will need healing due to the flying weapons, however focus should still primarily be on the prince. Raid members should use health pots if needed and bandage when able. The prince will no longer use enfeeble and shadow nova, so its mainly a dps sprint now to finish off Malchezaar. The Prince will be summoning Infernals more often as well, but again if you're in the sweet spot, the infernals can be ignored.

Loot


Helm of the Fallen Champion
Binds When Picked Up
Classes: Paladin, Rogue, Shaman
Requires Level 70


Helm of the Fallen Defender
Binds When Picked Up
Classes: Warrior, Priest, Druid
Requires Level 70


Helm of the Fallen Hero
Binds When Picked Up
Classes: Hunter, Mage, Warlock
Requires Level 70


Nathrezim Mindblade
Binds When Picked Up
Unique
Main Hand Dagger
24 - 125 Damage Speed 1.80
(41.4 damage per second)
+18 Stamina
+18 Intellect
Durability 75/75
Requires Level 70
Equip: Improves spell critical strike rating by 23.
Equip: Increases damage and healing done by magical spells and effects by up to 203.


Adornment of Stolen Souls
Binds When Picked Up
Neck
+18 Stamina
+20 Intellect
Requires Level 70
Equip: Improves spell critical strike rating by 23.
Equip: Increases damage and healing done by magical spells and effects by up to 28.


Farstrider Wildercloak
Binds When Picked Up
Back
105 Armor
+36 Stamina
Requires Level 70
Equip: Increases attack power by 70.


Gorehowl
Binds When Picked Up
Two-Hand Axe
345 - 518 Damage Speed 3.60
(119.9 damage per second)
+49 Strength
+43 Agility
+51 Stamina
Durability 120/120
Requires Level 70
"The axe of Grom Hellscream has sown terror across hundreds of battlefields."


Jade Ring of the Everliving
Binds When Picked Up
Unique
Finger
Requires Level 70
Equip: Increases healing done by up to 68 and damage done by up to 23 for all magical spells and effects.
Equip: Restores 12 mana per 5 sec.


Light's Justice
Binds When Picked Up
Main Hand Mace
24 - 125 Damage Speed 1.80
(41.4 damage per second)
+16 Stamina
+21 Intellect
+20 Spirit
Durability 105/105
Requires Level 70
Equip: Increases healing done by up to 382 and damage done by up to 128 for all magical spells and effects.


Malchazeen
Binds When Picked Up
Unique
One-Hand Dagger
132 - 199 Damage Speed 1.80
(91.9 damage per second)
+16 Stamina
Durability 75/75
Requires Level 70
Equip: Improves hit rating by 15.
Equip: Increases attack power by 50.


Ring of a Thousand Marks
Binds When Picked Up
Unique
Finger
+21 Stamina
Requires Level 70
Equip: Improves hit rating by 19.
Equip: Improves critical strike rating by 23.
Equip: Increases attack power by 44.


Ruby Drape of the Mysticant
Binds When Picked Up
Back
105 Armor
+22 Stamina
+21 Intellect
Requires Level 70
Equip: Improves spell hit rating by 18.
Equip: Increases damage and healing done by magical spells and effects by up to 30.


Stainless Cloak of the Pure Hearted
Binds When Picked Up
Back
105 Armor
+22 Stamina
+23 Intellect
Requires Level 70
Equip: Increases healing done by spells and effects by up to 53.
Equip: Restores 7 mana per 5 sec.


Sunfury Bow of the Phoenix
Binds When Picked Up
Ranged Bow
169 - 314 Damage Speed 2.90
(83.3 damage per second)
+19 Agility
Durability 90/90
Requires Level 70
Equip: Increases attack power by 34.


The Decapitator
Binds When Picked Up
One-Hand Axe
167 - 312 Damage Speed 2.60
(92.1 damage per second)
+16 Stamina
Durability 105/105
Requires Level 70
Equip: Improves critical strike rating by 27.
Use: Hurls your axe in an attempt to decapitate your target causing 513 to 567 damage.
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