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 STRATEGIES: Shadow Labyrinth

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PostSubject: STRATEGIES: Shadow Labyrinth   Mon Jun 30, 2008 12:01 am

Bolshka:
FOREWORD

This marks the first of a series of pontifications that harkens upon my humble instancing experience. Feel free to chime in with wise words of your own, especially in regards to how mobs behave or specific ways a class may come in handy.

Since I'd eventually like to get everyone in Engines keyed for Karazhan I thought I'd start with Shadow Labyrinth.

I haven't run this on Heroic mode yet and, honestly, would dread doing so.
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PostSubject: Re: STRATEGIES: Shadow Labyrinth   Mon Jun 30, 2008 12:03 am

OVERVIEW

This instance should be tackled by level 69-70 characters. Most of your pulls will consist of three to five mobs at once, but with proper tanking and crowd control it shouldn't be too difficult.

The instance will earn Lower City reputation up to Honored. Mobs will drop Aldor-oriented tokens.

The vast majority of mobs you will encounter will be humanoid and, thus, susceptible to crowd control from Mages and Rogues. Demons will be your second flavor of choice, so a Warlock might come in handy. There is also a smattering of trash Undead that is barely worth mentioning.

You will face four bosses that vary in difficulty, the worst of which by far shall be Blackheart the Inciter.
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PostSubject: Re: STRATEGIES: Shadow Labyrinth   Mon Jun 30, 2008 12:05 am

MOBS

Sheeps and saps are the name of the game here as 80% of your encounters will be humanoid. There are plenty of shadow-based casters, so your Priest might want to drop some protection.

Your tank will need to make a few line-of-sight pulls to get those casters into melee range and prevent patrols from partycrashing, fortunately the instance provides this with giant pillars or corners to hide behind.

There are only a few points worthy of mention with mobs in particular.
• Fel Overseer - Felguard-style demons can drop AoE fear every 5-10 seconds, pull them into a clear hallway to fight in. Warriors should stance-dance and hit Berserker Rage, Shamans should drop Tremor Totem.
• Cabal Assassin - stealthed Orcs that roam in the rooms between Ambassador Hellmaw and Blackheart the Inciter. They spawn after Hellmaw is killed and LOVE sneaking up on casters in the middle of a tense fight. They might actually spawn ON your casters and not roam, I'm not certain. Either way, be ready for 'em.
• Cabal Summoner - these should be FIRST on your DPS order as they can open a portal that summons more mobs into the fray. This single mob can wipe your party, so keep your silence/interrupt skills at the ready.
• Tortured Skeleton - these spawn from bone piles throughout the instance and are non-elite. You'll get anywhere from 8 to 12 of them at once, burn 'em with AoE. Pitiful, but irksome if triggered during a pull.
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PostSubject: Re: STRATEGIES: Shadow Labyrinth   Mon Jun 30, 2008 12:07 am

BOSSES

You will encounter four bosses in this order:
• Ambassador Hellmaw -
A demon that is bound until the last mob is killed in the room. He will IMMEDIATELY walk a circuit around the room on release, so make sure you are back in the hallway before you down that last caster.

He is basically a tank & spank boss, nothing too special or impressive. He randomly drops AoE fears so handle that appropriately. He can do a cone-effect spew, so he should be tanked with his back to the party.

Hang your head in shame if you wipe on him.


• Blackheart the Inciter -
By far the worst boss in the instance and he's only the second one! Before you begin this fight burn off all of your high-damage cooldown abilities. If you can, scale down your DPS gear and focus on mana pool and regeneration gear. Rogues should not use poisons. You'll see why in a moment.

He starts out as a standard tank & spank encounter. The tank should keep his back to a wall to avoid getting thrown by his stomp. He does weak melee damage but can charge around.

At every 40 second interval he will incite chaos in your party, causing everyone to attack each other. It might be a good idea for Hunters to drop a frost trap before his happens to slow down melee folk.

Once you're free of chaos his threat table will be cleared. The tank will need to re-establish aggro quickly. Everyone should run to the tank to keep things a bit easier to do this. Make your healer's life easier, burn your healthstone or healing potion at this point.

Rinse and repeat until complete.

• Grandmaster Vorpil -
If not handled correctly and quickly this can be a terrible fight. With enough DPS and maneuvering he can be burned down faster than a trash mob.

As soon as the fight begins, Voidwalkers will begin to spawn randomly around the chamber. The key to winning this fight is to keep Vorpil away from them. He will consume any of 'em that get close and it will heal him. Bad news.

Vorpil is a melee caster so he's not hard for the tank to drag around. Start the fight off by establishing aggro as you pull him back down the hall you came. Stop at the entrance to the chamber.

DPS should throw EVERYTHING at him while this is going on. That's right, kitchen sink time!

At certain points he will teleport everyone to his starting point and drop an AoE fire spell. Everyone should move out of that IMMEDIATELY while the tank kites Vorpil to down the opposite hall.

If your DPS is good enough, he should be dead before he teleports again. If not, rinse and repeat. Again, the key is to keep the voidwalkers away from him. Slow them down if you have to. Mortal strike and wound poison will also limit the amount he heals.

• Murmur -
A gigantic air elemental! He looks more intimidating than he actually is, provided your positioning is good and your tank can stay mobile.

Murmur is rooted and will not move. He has 40% health on normal mode.

The party should scatter around the ring, keeping some distance between each other. The tank and main healer should be in front but still keep some distance from one another.

The tank should charge in and position himself at an angle to Murmur, basically facing the east wall. His hitbox is large, so keep at the southern limit of that range. Everyone else should slowly build into high DPS.

At random points Murmur will emote, "Murmur draws energy from the air…"

When this happens, all melee within Murmur's inner circle should strafe out IMMEDIATELY. Do not walk backwards, run like hell.

Within 3 seconds of the emote he will drop a sonic boom that will deal 80-90% of your health in damage and slap a debuff on you to deal additional damage. Basically, if you are in range you will die. Provided you strafe everything should be fine.


Run until you cross over the speed-bump circle that surrounds Murmur. At that point you should be safe. Immediately resume tanking and melee damage afterwards.

Murmur will randomly target victims with a debuff called Murmur's Touch. After 10 seconds the victim will explode, dealing 4000 damage and silencing anyone in range for a few seconds.

See now why you spread out?

Melee should be cautious of having this debuff, as the tank could be downed if struck. Keep away from your healer, if he gets silenced that could mean a wipe.

Note that the Murmur's Touch debuff can be shed with Cloak of Shadows, Divine Shield, Ice Block, etc… but you will still explode and silence those around you.

If melee can stay mobile and your heals can keep up, this should be an easy fight. If melee can't keep up, you might need to switch out for ranged DPS. Your tank, however, is stuck doing the Murmur Dance no matter what.
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PostSubject: Re: STRATEGIES: Shadow Labyrinth   Mon Jun 30, 2008 12:11 am

SPECIAL NOTES

After Murmur is downed you might note a little urn to the west side of his chamber. This urn contains an elite elemental that holds the first fragment to your Karazhan key.

Provided you have the quest already, this is little more threatening than a trash mob.
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