Home Death Knight Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior
 

Karazhan Opera Event Abilities & Tactics

A guide to shortly explain the Wizard of Oz encounter in Karazhan. Please note that the Opera event contains 3 different encounters, that are random each new reset of Karazhan.

Introduction:

A very fun, and not a to diffucult encounter for a raid who has already defeated the Maiden of Virtue and Moroes. It does require every single member to do specific roles, and having a raid of as many classes as possable, will help alot since that gives alot of flexibility on this encounter.

All opera events start when you speak to the NPC right outside the stage door. The door will close after the NPC has hold the speech, so each raid member need to place themself on the stage area, to prevent being locked out.

Listen to the beutiful introduction, then preper for a fight that requires good teamwork. Each class should have strict duties during the fight, so having those set are needed for succes in the Wizard of Oz encounter.

There are alot of targets to handle during this encounter. No less 5 mobs will be present at maximum during the middle of the fight. The encounter is split in two phases. The first one consisits of dealing with the 5 members of the adventure group:

Dorothee
Roar
Tito
Tinhead
Strawman

Once those have been defeated, the real boss of the encounter will show up. The Wicked Crone! But if the group is able to handle the first phase with few deaths, the Crone will prove to be a very easy fight. And should go down without much trouble. How to deal with each mob will be explained further down in the guide.

Abilities:

Tinheads abilities:
Standard melee attack: Hits not to hard on plate/bear tanks. Can kill cloth users relativly fast though.
Cleave attack: Hits foes in a 180% angle infront of him. Should be avoided by tanking him facing away from the raid in a corner.

Roars abilities:
Standard melee attack: Weak attack on tanks. But hits prety fast so dangerous for cloth users.
Frightened Scream: Fears up to 3 foes for 2 seconds. Uses this attack in melee range, and will make him abit harder to tank. But the duration is short, and should be doable to handle with little trouble.

Dorothees abilties:
Water bolt: Frost damage attack, that hits a target for 2025-2475 Frost damage. See will constanly shoot random targets with this. She cannot be tanked, since she switches her target randomly.
Summon Tito: Summons her little dog ater a few seconds into the battle. Separate aggro list.
AoE fear: Fears target in melee range of her for a few seconds.

Strawmans abilites:
Standard melee attack. Hard hitting but slow attack. Can inflict alot of damage on cloth users.
Brain Bash: Stun ability used on the primary aggro target.

Titos abilities:
Standard melee attack. Weak atatck, but hits fast and can be annoying for spellcasters.
Annoying Yipping: Causes the taget to get pacified and silienced for 2 seconds. Unable to cast spells or use abilties during the duration.

The Crones abilities:
Cyclone: Summons whirlwinds that travel around the outher eadges of the stage. Throws anyone that gets to close into the air for a few seconds. Interupts spell casting.
Chain Lightning: A lignting attack that chains from the target if close enough. Affects up to 5 targets, damaging the first target for 2775-3225 nature damage, and inflicts more damage for each target chained.


Tactics:

Phase1:
The first phase will need some proper coordination for the raid. Depeding on raid setup, the raid has several options how to handle the encounter. And many of the mobs have weak spots that can be used to control the battle to the raids favour.

The mobs will not activate all at once, but in a slighlty delayed order one by one. The first one that activates is:
Dorothee, right at start.
Roar will follow after only a few seconds of Dorothee attacking.
Strawman will activate and attack the raid after 10-15 seconds of Dorothee being activated.
Tinhead will be the last to wake up after 20 seconds of Dorothee attacking.

This gives the raid enough time to control the battle in a correct order and setup. As mentioned above, each of the mobs can be handled in differnt ways depending on raid setup. However, Dorothee should always be the first one to die due to her ability to being extremly unpredictable and almost impossable to tank.

She shoots Waterbolts constantly on random raid members, and who she targets is completly random and cannot be set to aggro a certain person. Therefor, she should not be tanked, and just burned down by the raid DPS as fast as possable. She will however summon her little dog, Tito after a few sec. It has an annoying ability that prevents any actions for 2 sec on the primary target. He should be tanked if possable by the OT or MT.

Now, Roar is handled abit differnt then Dorothee. He will attack only a few seconds ater Dorothee, so need to be controlled as fast as possable. The OT should try grab him fast, and apply some aggro on him to make him a primary target. However, if the raid has acces to a warlock, or 2 hunters at minimum, Roar can and should be constanly feared until dealt with.

A warlock should have no troubles applying constant fear to Roar. He might however run into walls and out of line of sight now and then, making him sometimes hard to fear again. But if the OT has applied some aggro on him, he should not run towards the Warlock when fear has expired, making it easy to apply fear again fast.

After Roar has been feared, Strawman usually activates. If possable the MT or OT, whoever is closest and able to act, should grab him for a few seconds until a mage can act. For Strawman has a huge weakness that can be used against him. He will have a great chance to get stunned for a few seconds by ay fire spell. So if the raid has atleast one mage, he should be set on constanlty applying fire damage on Strawman until the raid deals with him.

Should the raid have no mage, Strawman should be tanked by a possable Tank. Warlocks have the ability to apply fire damage also, but unless the raid has 2 or more warlocks, it is far better to use them on Roar for fearing. And strawman posses no dangerous abilties exept high damage. But tanking him should not cause to much strain on the raid healers if that is the only option when the raid lacks a mage.

Now, the last one to activate of the mobs in phase 1, is the Tinhead. He can also be controlled by 2 methods. He can be tanked easily in a corner far away from the rest of the raid. Or a a mage can use his weakness against him to kit him around the stage. He is greatly affected by Frost magic, applying a debuff on him, for each frost effect, called rust. Rust reduced Tinheads movment speed by 50% for 10 sec, and can be constanly applied by a mage.

However, this is a risky tactics for a mage that is not used to kitting a mob. Tinhead hits hard, and can drop a unwary mage very fast. And if the raid only has 1 mage, it is far safer, to have that mage using fire spells on Strawman to keep him stunned. Tinhead can be tanked easily by the MT or OT.

When all targets are under controll, the raids free DPS should keep burning down Dorothee as fast as possable. Be advised that few DPS might be on Dorothee due to having other duties in this phase. So she might take some time to kill. Once she summons her dog, Tito, it should be tanked fast. It is vital that Tito is killed after Dorothee, or she will enrage, increasing her damage alot if Tito is killed before her.

Once Dorothee dies, kill off Tito as fast as possable. Once Tito dies, the DPS should turn there eyes on roar. The OT, or in some causes the MT, should now grab roar and tank him. No more fears should be applied on Roar. Once the Tank has Roar, the DPS should burn him down as fast as possable. Be warned that Roar has a short duration fear, and moves very fast. So if a cloth DPS is unwary, Roar can fear the Tank and quickly shreed the cloth user.

After Roar dies, the DPS and Tank should turn there attention to Strawman. If done correctly and with abit of luck, Strawman should remained stunned by the mage untill the raid can focus attention on him. However, in some unlucky situations, he can resist 2 or more spells in a row and quickly kill a mage caught offguard. If that is the case, the raid should deal with Strawman before Roar. Keep Roar feared until Strawman is dead in such a situation.

Once Strawman and Roar are both dead, only the Tinhead remains. In either cases, the tank or mage that kitted him, should have enough aggro for the rest of DPS to burn him down extremly fast. He posses no serious treat aslong as the raid is aware of his cleave attack, and cloth users keep distance. Once Tinhead dies, phase 2 will begin.

Tactics in short:
Start DPS on Dorothee.
Grab Roar fast, and if possable keep him feared until dealth with.
Tank Tito when he spawns.
Grab Strawman fast when he activates. Have mage keep him stunned with fire spells if possable.
Tank Tinhead as soon as he activates. If possable tank him in a corner. If raid has few tanks and 2 or more mages, have mage kit him with frost spells.
Kill Dorothee.
Kill Tito
Kill Roar if Strawman is under controlled by tank or Mage.
Kill Strawman before Roar if warlock is fearing him, and Tank or mage is dead on Strawman.
KIll Tinhead.

Phase 2:
The crone will appear in the middle of the stage, and yell abit until the battle starts. the MT should be ready to tank her in the middle as soon as possable. She is Immune to taunt abilties, so the DPS will need to make sure the MT has proper aggro before unleasing damage.

She only has 2 abilties besides a normal attack. Her most dangerous ability is her Chain lightning spell. It can chain from her first target, upt to 4 times. Each chain will cause the lightning to do more damage, making it hit very hard if it chains to a 4th or 5th target. If possable, all ranged and healers should stick to the edges to avoid the spell to chain to them.

However, her second ability will make this abit more trickier. Whirlwinds will travel the outher edges of the stage, throwing anyone they touch into the air for a few seconds. This will interupt spell casting, making it very dangerous for healers. The best way to handle this is for the ranged DPS and healers to keep mobile. Stay one step ahead of the Whirlwinds. Cast one spell, then move abit. Cast another spell, then move abit. Repeat aslong as needed.

The Crone does not have many Hit Points, and willl fall fairly quick if the majority of the raid is alive. Once she dies, another evil has been defeated! And hopefully, the entire raid will had a very fun fight.

   
WoW Power Leveling & Cheap WoW Gold Service,24/7 Live Support & Instant Delivery on World of Warcraft Gold.
What is the Paladin class?
© 2004-2010 WoW Gold Tips(www.wowgold3000.com) All Rights Reserved.