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Instructor Razuvious!
Clickhere to see the Tankspot video on this fight
Using plater tanks during this fight is not an option. The raid group will
need to Mind Control 2 of the Deathknight Understudies who are in the room
with Razuvious, and use them and their abilities to tank the Instructor.
The fight should begin by one of the players using an Orb of Domination (on
Normal) or a Priest using Mind Control (on Heroic). The player will then take
control over one of the Deathknight Understudies and should use Bone Shield
and Taunt (in this order!) to pick up Razuvious. Very soon after the first
Understudy has grabbed aggro on Razuvious, a second player (or Priest namely)
should take control over another Understudy, and help DPS.
Every ~15 seconds the 2 Understudies will need to Taunt Razuvious off each
other. In addition, after every (or every second) Taunt, the person who is
not tanking should refresh his Mind Control (Dismiss Pet and re-use Orb of
Domination/re-cast Mind Control).
0.00 - Player (1) and Player (2) take control over the 2 Deathknight Understudies.
1.00 - Player (1) casts Bone Barrier and Taunt.
16.00 - Player (2) casts Bone Barrier and Taunt
31.00 - Player (1) casts Bone Shield and Taunt AND Player (2) refreshes Mind
Control.
46.00 - Player (2) casts Bone Shield and Taunt AND Player (1) refreshes Mind
Control.
Healers should focus on healing the Deathknight Understudies, as they will
be taking the most damage.
On Heroic difficulty, an offtank will need to hold aggro on the 2 Understudies
who are not being used to tank Razuvious. DPS should not be killing them,
as they may be needed if one of the "tanking" Understudies dies.
In Normal difficulty, Instructor Razuvious has approximately 3,349,000 hit points. There are 2 Deathknight Understudies, who can be controlled by any player, using the 2 Orbs of Domination.
Abilities
Instructor Razuvious
Unbalancing Strike - A melee attack that deals 350% weapon damage and hits
for approximately 100,000 physical damage after mitigation and leaves the
target unbalanced , reducing its defense by 100 for 6 seconds.
Jagged Knife - Razuvious will use this every ~10 seconds, inflicting 5,088
to 5,912 Physical damage and applying a DoT for another 2000 damage every
1 second, for 5 seconds. Used on random player in line of sight.
Disrupting Shout - Every ~15 seconds Razuvious will use Disrupting Shout,
hitting everybody in the raid for 4,275 to 4,725 Physical damage.
Melee - Instructor Razuvious will hit plate-users for approximately 30,000
damage.
Deathknight Understudy
Blood Strike - Primary damaging ability, causing 50% weapon damage. (4) on
the hotbar.
Taunt - Melee-ranged taunt. (5) on the hotbar.
Bone Barrier - Bone Barrier reducing all damage taken by 75%. (6) on the hotbar.
Hopeless - When Razuvious dies, the Deathknight Understudies take 5000% more
damage from each other.

Gothik the Harvester!
Click here ot see the Tankspot video on this fight
Gothik's room is divided into 2 sides - "Live" side,
which is where the group enters, and "Undead" side, which is the
chamber to the right. There is an open gate between the two, which closes
when Gothik is engaged.
For the first 4:34 minutes of the fight, Gothik will only spawn adds on the
Live side - Unrelenting Trainees, Death Knights and Riders. Killing each one
of those will result in its soul spawning a Spectral projection of it on the
"Undead" side - Spectral Trainees, Death Knights, and Riders &
Horses.
After 4:04 minutes Gothik will spawn the last wave of adds, and 30 seconds
after that will teleport himself to the Undead side. Every ~10 seconds after
that he will switch sides, going back and forth between Undead and Live. When
his health reaches 30%, the gate between the two sides will open, and Gothik
will stop teleporting.
From the moment he lands for the first time (4:34 in the fight), the encounter
becomes a mild DPS race.
Normal (10-Man Raid)
In Normal difficulty, Gothik the Harvester has approximately 839,000 hit points.
Abilities
Phase 1: Adds
Unrelenting Trainee (Live side) - Total of 24 of those will spawn throughout
the fight, always coming in pairs. Every Trainee has ~10,000 hit points, and
casts Death Plague, which does 85 Nature damage per 3 seconds, stacking indefinitely.
Will spawn Spectral Trainee.
Unrelenting Death Knight (Live side) - Total of 7 of those will spawn throughout
the fight. Every Death Knight has ~34,000 hit points and casts Shadow Mark,
which hits for ~3,500 on plate and applies a Shadow Mark debuff, which causes
all Unrelenting Riders to be able to hit the debuffed player with shadow bolts.
Will spawn Spectral Death Knight.
Unrelenting Rider (Live side) - Total of 4 of those will spawn throughout
the fight. Every Rider has ~55,000 hit points. Their Unholy Aura will hit
everybody in line of sight for 350 Shadow damage every 2 seconds. Shadow Bolt
Volley will hit for 3,800 to 4,200 Shadow damage, but will affect only people
with the Mark of Shadow debuff. Will spawn Spectral Rider and Spectral Horse.
Spectral Trainee (Undead side) - Every Trainee has ~10,000 hit points and
casts Arcane Explosion, which hits everybody in 20 yards range for 523 to
577 Arcane damage. Spawned from Unrelenting Trainee.
Spectral Death Knight (Undead side) - Every Death Knight has ~33,000 hit points
and uses Whirlwind, which hits for ~2,700 on plate. Spawned from Spectral
Death Knight.
Spectral Rider (Undead side) - Every Rider has ~55,000 hit points. Their Unholy
Aura does 350 Shadow damage every 2 seconds to everybody in line of sight.
Drain Life drains 6000 hit points from the person with highest threat. They
will use Unholy Frenzy on a friendly unit, increasing attack speed by 50%.
Spawned from Unrelenting Rider.
Spectral Horse (Undead side) - Every Horse has ~16,000 hit points and uses
Stomp, which hits for 2313 to 2687 Physical damage in front of it, slowing
the movement speed of the affected players by 60%. Spawned from Unrelenting
Rider.
Phase 2: Gothik the Harvester
Shadow Bolt - Gothik will cast Shadow Bolts every 1 second to his primary
aggro holder, hitting for 2,880 to 3,520 Shadow damage.
Harvest Soul - Every 15 seconds Gothik will reduce the stats of the whole
raid by 10%, stacking up to 10 times. The 10th stack is equivalent to wipe.

The Four Horsemen!
Click here to see the Tankspot video on this fight
Locations
When the raid party enters the room, all four Horsemen will be standing on
a platform in the middle of the room. When engaged, each one of them will
run to a pre-determined corner:
Thane Korth'azz - Eastern (near left).
Lady Blaumeux - Southern (far left).
Baron Rivendare - Northern (near right).
Sir Zeliek - Western (far right).
After they reach their respective corner, the Horsemen will engage the group.
Tanking
Lady Blaumeux and Sir Zeliek are ranged combatants - they will be "tanked"
by whoever is closest to them, and ignore threat tables. Lady and Sir will
never leave their corners - if there are no players in range, they will just
spam a powerful AoE on the whole raid.
Baron Rivendare and Thane Korth'azz will fall into normal tanking mechanics,
attacking whoever is the highest on their threat list.
Hit Points
On Normal difficulty, each of the Four Horsemen has 781,000 hit points.
Every Horseman has his or her own Mark spell (Sir Zeliek has Mark of Zeliek,
Thane Korth'azz - Mark of Korth'azz, etc). Regardless of the different names,
the mechanics for all marks are identical.
Marks from the same Horseman can stack up to 99 times.
The first stack will not do any damage. The second will do 500 Shadow damage.
The third - 1,500. Fourth - 4,000. Fifth - 12,500. Sixth - 20,000. Seventh
- 21,000. Every stack after the seventh will do a 1,000 more than the previous
one.
The damage from the Marks cannot be resisted, but the actual application of
a Mark can.
Each Mark lasts 25 seconds, every application renewing the timer.
Marks are applied to everybody within 45 yards range of the Horseman.
Thane Korth'azz and Baron Rivendare will cast their Marks at the same time,
but more frequently than Lady Blaumeux and Sir Zeliek (who also cast theirs
at the same time).
It is recommended that when a player receives 3-4 Marks from the same Horseman,
they go to a different one, and wait for the first ones to wear off.
Abilities
Thane Korth'azz
Mark of Korth'azz - Applies a Mark of Korth'azz.
Meteor - Thane Korth'azz will cast a Meteor on a random player close to him,
causing 13,775 to 15,225 Fire damage, split between all players in the ~5
yards range of the meteor. Players should stack on the tank to minimize the
damage taken. In addition, Fire Resistance Aura, Fire Resistance Totem and
Frost Aura can help mitigating the damage even more.
Location - When engaged, Thane will run to the Eastern (near left) corner
of the room.
Lady Blaumeux
Mark of Blaumeux - Applies a Mark of Blaumeux.
Shadow Bolt - Shadow Bolts are the primary attack of Lady Blaumeux. They hit
for 2,357 to 2,643 Shadow damage, every ~2 seconds, 45 yards range. This will
always be cast on the player closest to her.
Void Zone - Every 15 seconds Lady Blaumeux will summon a Void Zone under a
player in her range. The Void Zones do 2750 Shadow damage each second to players
inside them, and last for 75 seconds.
Unyielding Pain - Lady Blaumeux will spam this ability if there are no players
within 45 yards of her. The spell hits the whole raid for 5,655 to 6,345 Shadow
damage every 2 seconds, or until a player enters her range.
Location - When engaged, Lady will run to the Southern (far left) corner of
the room.
Baron Rivendare
Mark of Rivendare - Applies a Mark of Rivendare.
Unholy Shadow - Every ~15 seconds Baron Rivendare will use this on the person
with highest threat on his list. The ability hits for 2,160 to 2,640 Shadow
damage and leaves a magic debuff that deals 600 Shadow damage per second for
8 seconds. The DoT can be removed by Cleanse or Dispel Magic.
Location - When engaged, Baron will run to the Northern (near right) corner
of the room.
Sir Zeliek
Mark of Zeliek - Applies a Mark of Zeliek.
Holy Bolt - Holy Bolts are the primary attack of Sir Zeliek. They hit for
2,357 to 2,643 Holy damage, every ~2 seconds, 45 yards range. This will always
be cast on the player closest to him.
Holy Wrath - Every 15 seconds Sir Zeliek will cast Holy Wrath, hitting his
target for 900 to 1,100 Holy damage, and jumping to other targets in 10 yards
range. Each jump increases the damage done by 50%.
Condemnation - Sir Zeliek will spam this ability if there are no players within
45 yards of him. The spell hits the whole raid for 5,655 to 6,345 Shadow damage
every 2 seconds, or until a player enters his range.
Location - When engaged, Sir will run to the Western (far right) corner of
the room.
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