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Kel'Thuzad

[zone=3456] The Arachnid Quarter The Plague Quarter The Military Quarter The Four Horsemen The Construct Quarter Frostwyrm Lair Kel'Thuzad Archlich Kel'Thuzad is the final boss of [zone=3456]. says about him: He serves the Lich King without question, a necromancer of great prowess in life, turned to a master of necromancy after his death. It is said he is the most loyal of the Lich King's subjects.
Overview The fight will begin when one person in raid enters the circle in the center of Kel'Thuzad's room. For 3 minutes and 48 seconds, adds will start heading from one of the 6 pockets in the outskirts of the room, to the center. Attacking an add still in the pocket will cause all adds of the same type (skeletons, abominations, banshees) to also head to the center. During Phase 2, the biggest trouble a raid may experience are the Frost Blasts. Melee-heavy groups may find the fight almost impossible. Healers will need to be able to adjust and heal Frozen targets immediately, and all mana users will need to pay attention to the Mana Detonation debuff, and move accordingly. Deaths to Shadow Fissures should not happen. Melee DPS and tank may find it easier to interrupt some of Kel'Thuzad's Frost Bolts, to minimize the damage done to the Main Tank. During Phase 3, one or two off-tanks will need to assigned to the Guardians of Icecrown. All DPS should focus on the boss, as this last Phase is a DPS race. Abilities Phase 1: Add Phase During this Phase, Kel'thuzad will not be targetable. Soldiers of the Frozen Wastes (skeletons), Unstoppable Abominations (abominations) and Soul Weavers (banshees) will spawn instead. This Phase will last 3 minutes and 48 seconds. - 71 of those will spawn during Phase 1. They have a 2,500 (25 Player: 4,000) hit points, slow movement speed, but will cast (Spell #28457) on any target in melee range. Dark Blast will instantly kill the skeleton and inflict 3,063 to 3,937 (25 Player: 4,375 to 5,625) Shadow damage to nearby players. - 8 of those will spawn during Phase 1. They have ~75,000 (25 Player: ~190,000) hit points, don't hit too hard, but may apply a stacking (Spell #28467) debuff, which decreases healing received by 10% per application. - 8 of those will spawn during Phase 1. They have ~55,000 (25 Player: 130,000) hit points, and move very slowly, but will cast (Spell #28459) if their primary aggro holder is in melee range. The spell knocks up to three players 30 yards back and inflicts 4,250 to 5,750 (25 Player: 6,375 to 8,625) Shadow damage. Phase 2 (Spell #28478) (Single) - A 2-second cast Frost Bolt, that hits Kel'Thuzad's target for 10,063 to 12,937 (25 Player: 29,250 to 30,750) partially resistible Frost damage. (Spell #28479) (Volley) - An instant Frost Bolt Volley, that hits everybody in the raid for 4,500 to 5,500 (25 Player: 7,200 to 8,800) fully resistable Frost damage. (Spell #27810) - Summons a underneath a random player. The fissure will stay inactive for about 3 seconds, after which it will become a beam of purple energy, instantly killing the player if they remain in it. (Spell #27819) - A debuff placed randomly on mana users. After 5 seconds, it will deal AoE damage based on maximum mana, to nearby players. (Spell #27808) - Throughout the fight, Kel'Thuzad will freeze a player (and their nearby allies, if within 10 yards) in an Ice Block. The spell will damage the players for 26% of their maximum health every 1 second, for 4 seconds, adding up to 104% of the players' maximum hit points. Affected players will need to receive very quick heals, or they will die. (Spell #28408) (25 Player) - Kel'Thuzad will randomly Mind Control up to 3 players, increasing their size and damage by 200%. Enslaved players will also turn red, making them easy to spot. They will try to buff and heal (at +500% efficiency) Kel'Thuzad, and should be CC'd as quickly as possible. This effect lasts 20 seconds, and wipes all threat. Phase 3 At 45% health, Kel'Thuzad will call for help, summoning 2 (25 Player: 4) Guardians of Icecrown. The fight becomes a DPS race during this Phase. - The high amount of hit points those adds will have requires Off-tanks to hold them, while the raid finishes Kel'Thuzad. The Guardians cast stackable (Spell #28470), which increases their damage by 15% per application.

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