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IceCrown Citadel guide:Crimson Halls

The third wing of Icecrown Citadel is Crimson Halls and it was opened on January 19, 2010 for players.There are only two bosses in Crimson Halls.They are Blood Prince Council and the Blood Queen Lana’thel.Here is the guide for these 2 bosses.
Blood Prince Council

The Blood Prince Council is a fight against the various Blood Princes that you have faced and defeated earlier in the expansion. The three are: Keleseth from Utgarde Keep, Taldaram from Ahn’kahet, and Valanar from Naxxanar. Here however you must fight all three at once since they are now resurrected as undead minions of the Lich King.

The encounter uses several mechanics, not the least of which is the use of a ranged tank. The three bosses all need to be tanked individually, however two can be tanked normally and one needs to be tanked by a ranged tank since he can hit for too much damage to heal in melee. Taldaram and Valanar are tanked normally while Keleseth is tanked at range. A Warlock with a large health pool makes for a solid ranged tank.

The other major mechanics in the fight are the shared health pools for the bosses, and the invulnerability of two out of three of the bosses. At any given time only one boss can be hurt due to the Invocation of Blood ability. The boss that currently has the invocation is the only one that will have a health bar and therefore the only one that can be hurt. While the invocation is on that Prince they will also be empowered and cause significantly more damage.

Each boss has his own abilities as well, and there is a lot going on in the fight so pay attention at all times throughout the fight. The main thing to get right though is to stay spread out and to switch DPS targets quickly. Once you get used to the abilities and reactions to them the fight gets far less hectic.

Keleseth is the simplest of the bosses to tank since his only real abilities are to spawn Dark Nuclei around the room and to hit the tank with Shadow Lances. In addition if you get too close to Keleseth he will hit for more damage than you can take. The shadow lances are nothing to sneeze at either as they can hit for roughly 20,000 normally and up to almost 100,000 damage while empowered. Luckily the dark nuclei grant a buff to anyone near them that reduces shadow damage taken by 35%; however they also cause damage over time to the player and themselves.

The ranged tank therefore must hold Keleseth while staying at distance and grabbing the Dark Nuclei that are spawned around the room. The ranged tank needs to have at least 4 nuclei attached to them to survive Keleseth’s shadow damage while empowered. The damage reduction is multiplicative meaning 4 orbs would reduce a 90,000 point empowered shadow lance hit to roughly 16,000, not completely mitigate it.

Taldaram is the flame based Prince and can be normally tanked, however he must be faced away as he does fire damage to everyone in his front arc. In addition he will randomly target players and send an orb of flame at them. The orb does significant fire damage when it hits the target to the target and anyone within 15 yards, however the longer it takes to reach them the less damage it causes. Players must recognize that they are targeted and kite the orb to do less damage. While empowered the flame orbs do more damage and cause additional smaller launch out from anyone hit by the AOE portion of the orbs damage. This causes a large amount of chain damage throughout the raid.

The last of the Princes is Valanar who deals physical damage through kinetic abilities. His two main abilities are Kinetic Bomb and Shock Vortex. The Kinetic Bomb is summoned above the group and starts falling towards the ground, when it reaches the ground it deals significant damage to everyone in the raid and flings them away if they are anywhere nearby. The Kinetic Bomb is not unlike a balloon at a child’s birthday party though and can be kept in the air by hitting it. Any time it gets low someone should target it and knock it back up.

Valanar’s other ability is his Shock Vortex which is cast on a random target and shown by a glowing glyph on the ground. Players will have a few seconds to clear the area and if not away from the mark by roughly 15 yards will suffer big damage and be flung away. If cast while empowered everyone within 30 yards will be have a vortex spawn at their feet. This means that everyone will need to clear away or be hit by multiple vortexes.

Once everyone understands and can work around the different abilities, the main part of the fight is switching DPS quickly from one boss to the other as each becomes empowered. The most important part is switching cleanly and quickly between the bosses, while still maintaining separation from each other. After a few attempts players will start to get the hang of it, and it soon becomes second nature.
To be continued.View more wow guides here.



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