Good news everyone,  Crimson Halls the latest wing to open in Ice Crown Citadel dropped today, and here direct from WoWhead.com is your strategy guide to the  bosses.

The Blood Prince Council- Prince Keleseth, Prince Taldaram and Prince Valanar

The Blood Prince Council is a group of 3 of the strongest members of the San’layn, brought back by the Lich King to serve him once again. The princes Keleseth, Taldaram, and Valanar, easily dispatched by adventurers, now make their return in the Crimson Halls of Icecrown Citadel, refreshed and empowered. The Council needs to be defeated in order to gain access to the Royal Chambers.

Overview

The Blood Prince Council is a three-boss fight, where the 3 princes share a single health bar, similarly to the Twin Val’kyr and the Twin Emperors. A Darkfallen Orb will randomly empower a prince every so often, the prince will become empowered (one of his spells will become much stronger), and he will be the only one the raid can DPS – the other two will have 1 health, but will not die.

You will need at least two tanks, and one ranged DPS to play the third tank. The ranged tank will need to take care of Keleseth, while the two normal ones – of Valanir and Teldaram. Optionally in 25-man you can have your third tank just stay tank spec and play with Keleseth – higher health pool always helps when tanking. There will be no tank switching, so you can position the three princes where you want them in the beginning of the fight.

All three princes utilize different abilities, so the raid must adjust each time the Darkfallen Orb switches targets. Keleseth, tanked by the caster tank, will attack with Shadow Lance – a Shadow Bolt-like spell. He will also spawn Dark Nuclei around himself. The Nuclei follow normal threat rules, so it’s important that your ranged tank grabs aggro on all of them, and keeps them nearby. They will cause the tank to suffer some damage every second, but will also reduce all shadow damage taken by 35%, possibly stacking. The second effect will significantly reduce the damage the caster takes from the Shadow Lances and Empowered Shadow Lances, while Keleseth is under the effect of Invocation of Blood. The Dark Nuclei will die on their own after some time, so it’s also important that the caster tank doesn’t damage them too much.

Prince Taldaram will require a normal tank. You can think of him as the fire-based prince of the encounter. He will use Glittering Sparks to everyone in a frontal cone, applying a DoT to everyone hit by the spell. The spell will probably target a random player, so spread out. The other spell he will use is Conjure Flame, similarly to the one he used in Ahn’Kahet. Taldaram will summon a flame sphere, that will fly to a random raid member. The longer the sphere flies, the less damage it will do on impact, so kite as much as you can. Note that any players near its path will also suffer some fire damage, so be careful where you can. When Empowered, this spell will only lower its damage when it hits other players, so you will need to kite in such a manner that other raiders can “tap” the sphere for a second or two, take some damage, and get away.

The last of the blood princes, Valanar, seems to be using mostly physical damage. His main attack is the Kinetic Bomb he summons in the air. DPS needs to keep attacking the bomb until it dies, so it stays in the air, because every time it falls to the ground, it explodes for ~10k damage before bouncing back up. His other spell, Shock Vortex, spawns a vortex near a random player. Everybody needs to move away from it or suffer damage and knockback. When Empowered, Shock Vortexes will spawn near all players, so everybody will need to move to a safe area, 13 yards away from where a vortex has spawned.

Keleseth

Taldaram

  • Glittering Sparks – DoTs players in a frontal cone with Glittering Sparks, inflicting 3,230 to 3,570 (25-player: 3,705 to 4,095) Fire damage every 2 seconds for 8 seconds. Also reduces the movement speed of the affected targets by 20%.
  • Conjure Flame – Conjures a ball of flames that flies through the air toward the target and explodes on impact. Empowered through Invocation of Blood.

    • Flames – Inflicts 7,500 (25-player: 11,250) Fire damage to all nearby players within 15 yards. Used when the ball of flames reaches its target.
  • Conjure Empowered Flame – Conjures an empowered ball of flames that flies through the air toward the target and explodes on impact. As it moves, the ball of flames does Fire damage to nearby players and shrinks in size. Used when under the effect of Invocation of Blood.

    • Flames – Inflicts 7,500 (25-player: 11,250) Fire damage to all nearby players within 15 yards. The more flames the balls discharges while traveling, the less damage on impact it will do. Used when the ball of flames reaches its target.
    • Empowered Flare – Inflicts 1,000 Fire damage every 1 second to players within 10 yards.
  • Invocation of Blood – Allows Taldaram to cast Conjure Empowered Flame.

Valanar

Blood-Queen Lana’thel

Former countess, now Blood Queen of all San’layn, Lana’thel was one of the blood elves who followed Kael’thas’ lead into Northrend, in pursue of Arthas after he tainted the Sunwell. She was the one that brought Thalorien Dawnseeker’s famous blade – Quel’Delar – from the commander’s dying place at the Dead Scar into the frozen north. When she and some of her friends were slain by the Scourge, Lana’thel was raised by the Lich King as a San’layn, or a Darkfallen, to lead the undead armies in Northrend and to lead the other San’layn. She now resides in the Crimson Halls of Icecrown Citadel and is the second boss of the wing.

Overview

The majority of the fight is spent in the land phase 1, interrupted occasionally by healing intensive phase 2. During the land phase, you will want a few things kept in check. Two tanks will have to swap on the boss, so they don’t get overwhelmed by the bleed from Delirious Slash. The tanks will also have to be close to each other – the OT needs to be the closest player to the MT, so they soak the damage transferred through Blood Mirror. Other players will want to be relatively spread out (at 6-10 yards range), but still close enough to be able to run to each other quickly when Pact of the Darkfallen happens. Run out of the mandatory void zones Swarming Shadows, of course.

The trick to the fight is to not run out of people to bite as a vampire. Since Lana’thel will bite a player every 20-30 seconds or so, and those players will need to bite somebody after a minute, you may find yourself running out of people very soon. Do not risk and wait to bite another player though, as a single person gone frenzy can and will wipe the raid. Keep in mind, biting requires melee range with the target.

Phase 2 lasts only a few seconds and is preceded by the spawning of a few Blood Whirls throughout the room. Make note of them and spread out so you are at least 6 yards away from each other. Healers will have to heal through the high damage the raids will take, and then phase 1 will re-start.

Abilities

Phase 1: Ground

  • Shroud of Sorrow – Inflicts 4,500 Shadow damage to all players every 3 seconds. Permanent aura.
  • Presence of the Darkfallen – Increases the damage of Shroud of Sorrow by 5% for every vampyr in the room.
  • Delirious Slash – Inflicts 50% weapon damage to the tank, and causes them to bleed for an additional 4,500 to 5,500 (25-player: 5,250 to 6,750) every 3 seconds for 15 seconds.
  • Blood Mirror & Blood Mirror – Causes the player closest to the tank to take 100% of the damage done to tank as Shadow damage.
  • Vampiric Bite – Inflicts 12,025 to 13,975 (25-player: 13,875 to 16,125) Physical damage to a target, granting them Essence of the Blood Queen.

    1. Essence of the Blood Queen – Increases damage by 100%, and causes attacks to heal the player for 15% of the damage done, as well as cause no threat. Causes Frenzied Bloodthirst after 60 seconds.
  • Frenzied Bloodthirst – Causes Uncontrollable Frenzy after 10 (15?) seconds, giving Lana’thel control over the target, unless the player bites a friendly target. Biting another player refreshes the duration of Essence of the Blood Queen to 60 seconds, and also grants the debuff to the bitten player.
  • Pact of the Darkfallen – Links a number of players together, causing them to inflict 3,500 Shadow damage every 1 second to non-linked players within 10 yards. This effect expires when all linked targets are within 5 yards of each other.
  • Swarming Shadows – The affected player spawns a mass of shadows every 1 second for 6 seconds. Each mass inflicts 2,313 to 2,687 (25-player: 2,775 to 3,225 ) Shadow damage every 1 second to all targets within it.
  • Twilight Bloodbolt – Inflicts 9,250 to 10,750 (25-player: 12,025 to 13,975) Shadow damage to a target and other players within 6 yards.

Phase 2: Air


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