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Povestea lui Nae

Sa speram ca vor fi decorati toti !

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Beta Version Launched : Read “Development” page

Hi all, please read the development page this is only beta Version !

Many thanks,

JamayK

Filed under: News

majorat belea la andrutza

A fost un chef belea aseara … am banghit mixu p site …i ziceti !

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Comming soon

I will post “Opera event”of Karazhan, Gruul’s Lair and Zul’Aman tactics as soon as possible.

Filed under: Raid Tactics

Karazhan tactics

1) Attumen the Huntsman

Attuman the Huntsman
Off-tank Midnight near the cart.
Main tank Waits for Attumen to spawn ON TOP of Midnight.
Enable nameplates (default ‘V’ key) to make it easier to see him spawn.
Slowly DPS Midnight down to 95% to spawn huntsman.
DPS horse until it reaches 25%, huntsman will mount up.
Agro list is reset.
Main tank gains agro ASAP.
All range DPS and healers group up in one spot within 10-30 yards BEHIND huntsman.
This negates his charge AND resticts cleave to only the tank.
Raid icon someone as a marker on where to stand.
Melee DPS should stand behind huntsman.
Tank and spank from here.

Warrior:Both Midnight and Attumen are immune to taunt and bleed effects.
Disarm! Reduces Attumen’s damage by about 65%
Rogue: Both Midnight and Attumen are immune to bleed effects.
Mage: Huntsman has an AoE curse, remove it.
Apply Amplify Magic to everyone in the group.
The Amplified heals will out-do the Amplified Shadow Cleave.
Druids: Huntsman has an AoE curse, remove it.
Both Midnight and Attumen are immune to bleed effects.
Warlock:Curse of Weakness on Midnight and Attumen
Hunter: Do not back out too far or you’ll get charged.
Paladin:Blessing of Salvation Mages and warlocks
These two classes can regen mana fine without Blessing of Wisdom.
Priest: Shadowfiend will not attack Midnight when unmounted, as it is neutral.
Respawn time is about 25 minutes.

2) Maiden of Virtue
The Maiden is similar to a Paladin and has 2 notable abilities. The first is a Consecration-like effect that deals damage to people within melee range. This pretty much means that there is just one person (the tank) for this fight.

The second ability is a raid-wide Repentance. This is a stun/sleep effect that effects only humanoids and lasts until it expires or the victim is damaged. The Repentance lasts for roughly 8 seconds and this is enough time for the Maiden to kill the main tank.

So the ‘trick’ to this fight is to keep the tank up through Repentance. The tank will be hit and will come out of Repentance pretty much immediately.

3) Moroes
Moroes is found in the Dining Hall. He will have 4 adds with him that are randomly selected. It is not necessary to kill all 4 before Moroes, but it is advisable to kill as many as possible and shackle the rest. Current strategy is to kill at least 2 and at most 3 of the adds and the order of which they are killed is determined prior to the fight.

The males are usually melee classes while the females are usually casters. The usual strategy is to shackle the male and kill the females first. If your raid lacks priests, have a Paladin Turn Undead, a Hunter Frost Trap, or an off tank handle the adds.

The fight will consist of 4 of these 6 adds arranged in (my) preferred kill order:
Lady Catriona Von’Indi: Holy Priest
Lord Robin Daris: Mortal Strike Warrior (this guy can single handedly wipe the party if left unchecked)
Baroness Dorothea Milstipe: Shadow Priest
Lady Keira Berrybuck: Holy Paladin
Baron Rafe Dreuger: Protection/Retribution Paladin
Lord Crispin Ference: Protection Warrior

Moroes is not a timed fight in the traditional (enrage) sense. However, he does have the ability Garotte where it will put a 500 physical damage BLEED dot on a player that lasts for 5 minutes. This can be removed with Stoneform, Luffa, Divine Shield, Ice Block, or dying. Typically, a raid can sustain up to around 3 bleeders after which the healers will start to feel the strain. It is important to kill Moroes before the bleeding overwhelms the healers.

Moroes will occasionally vanish during the fight. When it reappears it will return to player with the highest aggro. Moroes himself is not exceptionally difficult, but the combined effort of controlling his adds within a short period of time and the increasing urgency of players bleeding all over the carpet makes this fight very intense.

Moroes will enrage when its health falls below 30% and this ability cannot be tranquilized.

4) Netherspite
1. Red Beam: 2 tanks for the red beam, one for each portal phase. If the tank stays in the beam for 10 stacks of the buff then moves out, lets the beam hit Spite for 5 stacks, then moves back into the beam. He should only reach about 30 stacks of the buff by the time the breath phase starts, allowing a tank to tank for the whole portal phase. (dont worry about stacking to many of the debuffs on Spite, they fall off within seconds.)

2. Blue Beam: 4 Dps classes for the Blue beam. Rotate 2 per portal phase, switch after 30 stacks of the buff.

3. Grean Beam: 1 rogue and 1 tank (thats currently sitting out on the red beam). Since these classes dont have mana they dont have to care about the buff/debuff of the beam so one can soak it for the whole phase.

Portal Phase… Tank him close to the Door (bout 20 - 30 feet right in front of it.) And soak the beams as stated above.. healers watch your tank and whoever is soaking the blue beam.

Breath Phase… As soon as you see in your chat log that he has switched phases into the breath phase, yell out on vent to get everyone to double book it to the other side of the room with thier backs against the wall. (this is a must, people wont want to do it at first.. make them) while they are there they should bandage up and regen mana. No dps is on the boss during the breath phase.

Leave one tank and one priest behind during the breath phase (not standing too close to each other) to soak his breaths, if you even get any. Let the tank who started tanking Spite at the beggining stay … he will hopefully have the most aggro (esp if continues to rock the aggro while hes saoking the green beam) when Spite pops out of breath phase, keeping him from running all over the room.

5) Nightbane
After you initiate the summon, it takes him 30 seconds to land. He should land sort of in the middle of the ring. You should see a small skull on the ground - that’s your landmark for the MT to pick him up. Tank him with your back to the railing - Nightbane should be about a third of the way into the dome.

At the start he’s pretty easy to deal with. He has the usual dragon fear, so stance dance, fear ward, etc. to avoid that. Melee has to hit his sides - he has the tail whip. He will also breathe fire - hopefully only on the MT. The biggest thing to deal with are the Charred Earth “void zones”. You want to stand on the edges of the walkways so that there’s room to run around them. In addition, if you stand at max range, you can avoid the fear. Melee has to watch out, though.

Every 25%, he will fly in the air. This wipes his aggro. A healer, preferably a paladin, should start to heal to generate threat. In addition, Rain of Bones will fall on one specified (debuffed) target. The skeletons will also start spawning in a series (not all at once) on that person. Nightbane will also fire away at the highest threat person, and it can be mitigated by armor. Therefore, keep the Rain of Bones person up, the person eating the fireballs up, and assist train or AOE down the skeletons.

You have about 30 seconds, maybe a minute, to take down the 5 adds. Nightbane will then yell and land. If the MT is facing him into the dome, Nightbane generally lands on the MT’s right (where you start walking in from). As such, the raid should be on the MT’s left. In addition, you want a hunter doing Misdirection to give the tank some aggro so that Nightbane doesn’t breathe fire on the raid.

The most difficult parts of the fights are the transitions. It is a very chaotic time, and everyone has to watch out for themselves. It is also a long fight - 13 minutes or so, and mana users have to act accordingly.

6)Prince Malchezaar
He has a huge aggro range, so don’t enter in the room untill you’re ready.

Through out the fight he summons infernals from the sky landing in random spots. They start spamming a large range hellfire, that ticks for over 1k a second, so keep away. You can not target them. There will be only 4 maximum on the ground. The oldest infernal disappears as the next one is incoming, so try to remember the order and move around accordingly.

Phase 1: This part is pretty easy. He casts a spell called enfeeble on 5 random people, never the person who has the aggro. This spell reduces the target to 1 hp, they’ll look like they’re in a priest’s shadow form. You can’t heal this. When you receive this debuff run away from the Prince if you’re melee, range shouldn’t have to move if they’re max range. After 6 seconds he casts a 3k shadow nova that knocks back the people in range and the debuff should be removed by that time, returning your health you had before.

Phase 2: At 60% he’ll start dual wielding axes which increase his damage and he’ll sunder the MT. He continues to do the same as phase 1.

Phase 3: At 30% his axes start floating around attacking random targets, ranging from 100-400+ depending on the persons armor rating. He stops casting enfeeble on the 5 random targets, but continues to cast his shadow nova.

7) Shade of Aran
This fight is fairly simple as long as you don’t have dumb luck. Aran has 3 spells he cast consistantly: Fireball, Ice bolt, and Arcane missle. Your best bet is to interuppt as many fireballs and ice bolts thay you can, because he, sometiems due to dumb luck, will double target someone and 2 shot them. The fireball hits for around 5k and the icebolt around tht or a little less. So healers make sure everyone in the raid is topped off as much as you can. The arcane missiles arn’t that big of a deal, they hit for around 1500-1700 each bolt, this should be easy to heal through.

Anyways, the point of this fight is to DPS him til he is at about 45%, then let him spend his mana, but MAKE sure you are healing through the spells and if he targets someone low to interupt him. Because when he gets low on mana he will do a AOE poly and then drink, after that he will AOE pyroblast everyone for about 6-8k. So have a health pot and a healthstone on cool down if you can. After that DPS him down until the 4 frost elementals spawn. These elementals are up for 90sec, just make sure everyone stays alive. After they despawn, it is a total DPS fest.

Now for the hard elements of this fight.
He casts 2 big spells: Flame wreath, and a Blizzard.
The Blizzard is just like a mage’s, yet it starts at one side of the room and moves around counter-clockwise until it is back where it started. A single shard where fall where it is going to start, move fast cause it hits for about 1500 each tick.

The Flame wreath is a pain, but just the opposite of the blizzard. When you hear him yell, everyone stop moving. This spell targets people in the raid and casts a circle around them. The area in the cicle has a debuff that if someone losses or gains this debuff it will kill your raid or bring all health very very low. So, Paladins, your Divine Sheild will make you immune to the debuff. so if you see him start to cast it and your sheild is up, click it off, and if your in the circle do not pop your bubble.

8 ) Terestian Illhoof
Terestian Illhoof is an optional boss located in Karazhan. It is located in the library, after the Curator and before the Shade of Aran.

To get to Terestian, find the suspicious bookshelf and open it to reveal a secret tunnel. Terestian is located at the bottom of the tunnel along with his little friend, Kil’rek.

Terestian has a few notable abilities
Sacrifice/Binding - Occasionally Terestian will sacrifice/bind a member of the raid. This causes the player to be incapacitated and puts a dot on the player. The binding can be targetted and damaged. This binding is therefore a priority for the entire raid when someone is being sacrificed. The binding seems to drain health from the player to Terestian but I am not completely sure about this. It is possible to Divine Shield out of this debuff and therefore it should be possible to Ice Block out of it as well.

Kil’rek - Kil’rek is Terestian’s little imp buddy. Just ignore it.

Mark of Flames - This undispellable debuff makes the target take 500 more fire damage. If this lands on a target that is being fireball volleyed by the infinite imps, it can cause them to fall over very quickly.

Infinite Imps - Terestian will constantly summon imps during the fight - about one every half second. They deal light to moderate damage and have around 4-5k health. Our raid just waited until there was 8 or more of these imps before we AoEed all of them. We had to AoE phases during the course of the fight. It is also conceivable that you can put two dpsers on these imps full time but we didn’t try that.

The kill order was Sacrifice/Bindings -> (Imps if 8 or more) -> Terestian.

The important thing in this fight is deciding when to switch to killing the imps. Too soon/too often and Terestian gets more chances to kill the raid. Not often enough and the imp will overwhelm the raid.

Filed under: Raid Tactics