Where is nightbane in karazhan
Sounds simple enough, right? That kind of speedrun requires a ton of skill and coordination, so definitely tip your hat to anyone riding around Dalaran on that Ember Wyrm. Source: wowhead. This collection of classic tunes from the Nintendo 64 compiled by New Game Plus looks to give gamers a video game music mix for studying or relaxing.
Denny Connolly is an editor and contributor who joined the Game Rant team in He's a graduate of Penn State where he studied English and Education. World of Warcraft's latest patch adds another hidden boss, Nightbane, and this is how players can summon the beast and take it down to gain control of a new rare mount. After zoning into Karazhan and opening the first door, players are greeted by the following emote, "The strange chill of a dark presence winds through the air. The group then needs to hustle to Opera, kill Opera, and click the first Soul Fragment.
That Soul Fragment needs to be clicked within 8 minutes from the time the "Strange chill" emote was spoken. After that first Soul Fragment, each additional Soul Fragment clicked will add a little bit of extra time to the group's limit. There isn't much cushion though, so don't slow down. If at any time the group hears an emote that says, "The air grows slightly warmer," then they've run out of time. At the start he's pretty easy to deal with.
He has the usual dragon fear, so stance dance, fear ward, etc. 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. 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. Good luck! It's a tough fight. Comment by The Nightbane fight sounds very difficult to explain, but in a few words it's not that hard.
When you use the Urn to summon him, as explained in the quest line, he will land on the skull after 30 seconds. This is announced by "An ancient being echoes in the distance Before he lands, make sure everyone is in position, meaning the tank and the rest of the raid. It has a 2 second cast timer and usually happens at sharp values of threat gained by the tank. By that I mean 20, 25k, 30k and so and so on. If you don't have fear ward available, you have to take 2 things into account : global cooldown and stance switching triggering a 1s cooldown.
Sharp reflexes are needed and a lot of luck if it's among the first times doing this. Anyone else but the tank might get one-shotted as it hits for on cloth. Can be dispelled. Deals fire damage per second for 25 seconds. Watch out for this when he lands. Gather up around the tank. If you're not the target of rain of bones, move away from it. This can be dispelled and stacks up to 4 times. Be sure you're not, you're only making it harder.
When he lands, he will land on the same place as at first. It will look like he will land waaaay further but don't be tricked and you can get a perfect landing phase. When he yells from above, the aggro resets.
If you're casting any heals over time, stop them as the threat generated now might kill you. He will land on the right so people will have to position themselves on the tank's left, meaning on the door side. The transitions are the hardest. To get a perfect landing : he can and will fear as soon as he lands; it can be really hard to break this one because it does not appear on any casting bar and you can't tell if the ground is shaking. After you've experienced him and have enough gear to take the damage, you can stay in berserker stance before landing in order to break the fear asap.
Comment by Drosera A working strategy for "Tanking" Nightbane during the Air Phase is to have a Shaman respec resto without threat reduction talents, and to spam chain heals. This works quite well due to the high ammount of threat it generates, and it helps a great deal to to keep everyone up because the chains intelligently target the people hurt the most.
Since we tried this, we havent gone back to using our Paladin for this. Comment by He has a very large collision radius just like Onyxia. Meaning that melee dps can hit him from several yards away, making it a lot harder for you to get feared into a cleave or tail swipe. Another benefit is that if you get charred earth on top of you, you can always just move closer to Nightbane to where you would be on a normal mob and continue to dps. As for ranged dps, you can keep attacking him even through the wall so don't worry about los and just keep your distance.
Both of these things help a lot with positioning even in a cramped space like the Master's Terrace. Comment by As of the 2. During the flight phase of the encounter, "rain of bones" whilst still targetted on a player, will not follow the player if they move.
Fears are also much less frequent. Comment by Meringue You don't need to do anything ridiculous like having a Shaman show up with no points in their threat mitigation talent. This will counter act the Paladins natural healing threat reduction, and instead give them a rather large gob of threat above the other healers instead, especially with Salv on.
That's one area they will always shine in. Comment by Since patch 2. Comment by Flangus Did this with a paladin tank tonight, most certainly can be done. One thing we did is we put up a shadow protection buff on the MT but not the other raiders, not sure if it helps but afaik all fears are shadow based except perhaps turn undead. He would chew on the 2nd druid until the 1st druid could pick him up again.
Just so ya'll know :. Comment by As I'm MT myself I will tell a bit how to avoid the fear which is very important because not only does he fear and there is chance for others to take aggro, he also walks away from the position you should tank him in if you not react quickly to avoid the fear.
If he fears you it can be a problem for your melee dps that could be hurt very bad by the cleave while he hunts you while you are feared, anyway I will tell how to avoid it. It is easiest to avoid the fear as alliance because of their priest's Fear Ward. But if you are Horde you can, only as Undead though, use Will of the Forsaken.
Always remember to use it just before he fears because it makes you immune for around 4 sec, so you don't get feared at all. You can also "stancedance" which means you should shift to Berserker Stance quick and make Berserker Rage which make you immune to fear for around sec, I don't really remember. Anyway it could seem hard to time the stancedance right, but it actually isn't. Of course it is easier to be an ally druid tank because they got Fear Ward to but as Horde it is no problem though the fear don't wipe the raid if you don't avoid it - but it can be very evil against the melee dps as mentioned before.
Just remember to move him back quick to the position where you start to tank him exactly where he lands and remember to turn his tail into the wall.
First time we attempted him it came as a nasty surprise when he landed on top of our "mana cell". Subsequent landings he touches down fairly square centre of the terrace, though. Rinse and repeat. Simple fight. Save your mana, it can be a long fight. Comment by Recently, we've been in encounters where Nightbane randomly go after a dps who is not on top of the aggro list.
We had KTM to confirm this on several accounts. Sometimes this happens after the fear wore off of the dps, although the MT was never feared and therefore never lost aggro until Nightbane turn around and one-shot the dps.
Does anyone else has this problem, or know why this occur? Comment by Tamika I found out that the best way to avoid fear is to get a boss mod and actually wait for Nightbane to begin casting Bellowing roar and not using berserker rage directly when you see a "fear soon" message.
The reason to do so is that the message appears when the cooldown of fear ends, but it doesn't mean that Nightbane will cast it right away, and if you pop Berserker Rage too soon it might wear off before fear and you'll be unprotected against fear when it really gets casted. Once the Bellowing Roar starts to cast, you have 2 seconds to get yourself immune to fear.
As a tank you should maintain your Shield Block through all the combat, but especially when you're going to perform stance dance.
If you use it, along with thunderclap that slows attack speed of a boss, you'll maintain the block buff even if you change stances, you will block, and you will not get crushed unless you are VERY unlucky. I use the next method to pop berserker rage fast and safe way. I have Pummel in button 5 normally. When I face nightbane I move Pummel away and put Bersker stance there, and on berserkser bar, I put Berserker rage in the same button Then I return back to defensive and use shield block This method is not the best but I commented somewhere below that if you get feared in berserker stance noticed fear too late and use berserker rage just afterwards, your character probably wont move as it has only been feared for 0.
Good luck killing it and enjoy your chest and shield :. Comment by Fear shouldn't be an issue in 2. Cleave hits all targets for heavy damage in an arc in front of the boss. Make sure the tank is always facing the Nightbane away from the raid to avoid this.
Tail Sweep will hit anyone hiding by his tail for light damage, but it also applies a DoT that repeats this damage 8 times. Smoldering Breath is another ability used in front of the boss, shaped in a cone that does heavy fire damage. It also applies a DoT that deals significant damage. This should only hit the tank and will require extra healing to survive through.
Charred Earth creates a damaging effect under a random raid member, dealing moderate damage each second that will quickly cause a death. The damaged ground lasts for 30 seconds and must never be stood in. Distracting Ash will reduce spell and melee hit chance significantly for 40 seconds.
However, it can and should be dispelled, making the spell fairly trivial. More important to watch out for is Bellowing Roar. This is similar to the Onyxia ability, used every 50 or so seconds and fearing all raid members within range for 2. Ranged DPS and healers should stand far enough away that they are never in range to get hit by it. Melee will need to manage or make use of niche fear breaks like Berserker Rage , Tremor Totem , and Will of the Forsaken. Every ground phase is identical and should be approached the same way.
Place your two groups of ranged DPS and healers near the door but still in range to hit the boss. Slow down on DPS when you begin to approach a transition and prepare to group up in the center of the balcony when it happens. He does not use any of the abilities from the ground phase and cannot be attacked. He has a total of three abilities that he can use while in the air, but doing the fight properly only has you dealing with two of them. Rain of Bones is cast shortly after he takes flight, which targets a random raid member and pelts them with bone fragments.
These deal minor damage, but hit all raid members within 6 yards of the target. Because of this, whoever is hit by Rain of Bones must run slightly north to avoid hurting the raid group.
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