View Full Version : Help with stats

01-07-2008, 07:32 AM
My guild finally reached Terestian Illhoof last night after dealing w/ the Curator easily. Terestian was a totally different matter.

Anyone have some decent tactics for a run that is usually low on AE damage?

WWS located here. (http://wowwebstats.com/4oujtdlvndssq?m)

Thanks in advance.

01-07-2008, 07:37 AM
Uh. You have to put at least a couple of people on imps only -- and even that might not be enough.

A warlock will be extremely helpful here.

01-07-2008, 07:43 AM
All you really need is a single warlock. Having a pally in the group is nice along with a resto shammy for Earth shield. This will allow SoC to be dropped non stop. Have all your ranged stack up on a single person on the 3rd marker as you walk in the room. There are two big marks on the ground but use the small white one closer to the main blue glyph in the middle of the room. This will force all the imps from the portals to come towards your target and close to Illhoof where the SoC's will take care of the imps. when Kill'rek is up just burn him down too, he has low hp and when is dead gives you a 25% bonus dps on Illhoof, just make sure he is picked up again on respawn. Aside from that Demon Chains is
more important then anything else. If you are the MT and have Target Target on, you can easliy see you is being sacrificed during this and can alert your healers.

Here is a lot of info that may help as well.


Attacks and abilities
Basic Melee - Illhoof hits for around ~1800 damage on a tank.
Shadow Bolt - Illhoof fires a ~4000 damage Shadow Bolt at the highest target on the aggro list.
Sacrifice - A random character is summoned to the center of the room and is paralyzed, suffering 1,500 unresistible (and unabsorbable) shadow damage per second until the chains (which count as a creature) are destroyed. While the chains are up, Illhoof is healed for 3,000 health per second. The chains have roughly 13,000 health. Can be removed with Ice Block or Divine Shield. Cannot be cast on the main tank (altough it CAN be cast on someone tanking Kil'rek).
Berserk - After 10 minutes, Illhoof goes berserk, spamming high-damage Shadow Bolt Volleys on the entire raid every few seconds.

Basic Melee - Hits for 2,000 on cloth.
Amplify Flames - Undispellable debuff that increases fire damage by 500. This is applied to a random target.
Broken Pact - Debuffs Illhoof on death, making him take 25% more damage until Kil'rek respawns (~45 seconds after death).
Summoned Imps
Basic Melee - Around 400, generally used if aggro target is fire immune or in close proximity.
Firebolt - Deals 200 fire damage, up to 700 if Amplify Flames is on the target. Quick casting.
Illhoof and his imp aggro when you pull him. After around 10 seconds, he emotes and summons two portals from the back of the room. Imps continue to pour out of these portals at a steady rate throughout the entire fight.
If Kil'rek is killed, he respawns after roughly 45 seconds and rejoins the fight.
When Illhoof sacrifices anyone, they appear in the circle in the middle of his room.
Staying bunched close to Illhoof is a good idea. Illhoof and Kil'rek both should be tanked near the circle where the Sacrifice happens. This makes it easy to quickly switch from Illhoof/Kil'rek to the chains. Bunching also makes sure the warlock's Seed of Corruption hits a lot of imps.
Depending on the strategy used, one or two tanks should suffice for this fight.
Illhoof is not particularly hard to tank, although he needs to be kept near the imps he summons so that he receives AoE damage as well.
Kil'rek, his imp, can be problematic because he spawns in the middle of battle, which generally leads to him attacking an AoE class or a healer. A standard warrior, druid, or paladin tank works. Even moonkin druids, hunter pets, and voidwalkers work fine, so long as they get attention from the healers.
If steady AoE is used, imps should be on that class the entire fight. Note that if the imps are not immediately hit, they may aggro on the healers.
If only one tank is used to tank both Illhoof and Kil'rek, they should be kept out of the AoE to avoid Kil'rek aggroing on the AoE.
Kill priority
The most important thing in the fight is to destroy Demon Chains as soon as they appear. Demon Chains should go down REALLY fast, not just because the Sacrifice victim will die very quickly but also because Illhoof will heal a lot during it AND the designated Demon Chain healer will lose more mana spamming heals.
Wound Poison has no effect on the healing from chains. It's likely Mortal Strike also has no effect. It appears to always heal exactly double the amount of damage inflicted.
The Demon Chains may be vulnerable to some DoTs (e.g., poison) and AoE, although chains should be dying fast enough to make the former of little use. The Chains are not vulnerable to Blast Wave, Dragon's Breath, Arcane Explosion, or Consecration.
Kil'rek can be either slowly killed via AoE or rapidly killed as soon as he spawns. Killing him rapidly reduces the danger of losing your AoE to Amplify Flames, but can make tanking problematic for the off tank. Killing Kil'rek first will ensure that he has the Broken Pact debuff on longer. As long as you can kill Kil'rek in under roughly 10 seconds, you will do more damage by killing him and reaping the benefit of Broken Pact.
If it takes longer than 10 seconds to kill Kil'rek focus DPS on Illhoof and allow Kil'rek die from AoE/off-tank. This results in more damage to Illhoof.
The following macro is hugely useful in selecting targets for this chaotic fight:

/target Demon Chains
/stopmacro [nodead, harm]
/target Kil'rek
/stopmacro [nodead, harm]
/target Terestian Illhoof

Dealing with Imps
The easiest way to kill off the spawning imps is a pair of warlocks spamming Seed of Corruption on Illhoof. The imps rarely live long enough to hit the warlocks. One warlock also works fine. The Nether Protection talent, an Earthen Elixir, and Concentration Aura on the warlock are useful in reducing incoming damage and casting pushback.
If no warlocks are available, a mage will suffice.
If your AoE is not up to that task designate one high-damage melee DPS (well-geared rogue or cat) to burn them down one at a time. The Kil'rek tank can help clean up any left-overs when Kil'rek is down.
Dealing with Sacrifice
At least one healer with a quick reaction time should be designated to heal sacrifice victims. A paladin works well here, since they can bubble out of it if they themselves become sacrificed.

If you have trouble keeping sacrifice victims alive, have each healer use one mid-level heal on the victim at the start of the effect, to provide a cushion of health for the main sacrifice healer to work with. At least one of these heals should land quickly enough to keep the victim alive while the other heals are cast.
Illhoof's Sacrifice has a three-second cast time and it's the only occasion for which he changes his target to someone other than the main tank. If Healers are using addons that supply them with a "Main Tank Target's Target" such as CT_Raid, or use Healer Bbuttons, Clique or [target=mouseover] macros for healing which allow them to heal while constantly keeping Illhoof targeted, it will give them some seconds of advance warning on who is about to be sacrificed.
Mages can use Ice Block and Paladins can use Divine Shield to get themselves out of a sacrifice. Druids can use Barkskin to reduce damage taken.
Healers need to be prepared for pushback when the person handling imp AoE is sacrificed, as they draw aggro from a rapidly increasing number of imps. Concentration Aura helps, as does a Challenging Shout/Challenging Roar/Holy Wrath from the tank.
Keep Illhoof as close to the Sacrifice circle as possible so that Melee can make an easy switch to bring the chains down ASAP.
Hunters can drop a snake trap. Illhoof sometimes sacrifices a snake instead of a player character, making things much easier.

01-07-2008, 07:45 AM
Don't have time to look at the wws in full, but a couple of things one lock is very very helpful, especially while learning. A mage can help but they generally go OOM pretty quick if they are on adds fulltime. Fury warriors, using whirlwind and sweeping strikes can help out if you keep the imps close together. I've never done it without a lock, so maybe someone else can give a more personal insight.

Also, just wondering why you left Aran out, he can be a pain, but controls much of the trash making learning the later bosses much easier imo.

01-07-2008, 08:09 AM
Also, just wondering why you left Aran out, he can be a pain, but controls much of the trash making learning the later bosses much easier imo.

This was our first time getting this far in the dungeon and actually saw the bookshelf before anything else. Once everyone saw a boss, it was game on =)

Our usual lock was on his cleric for Curator. We may need that more as we hit these latter bosses as we would have to cut a guildie out of the raid and invite a pug.

01-08-2008, 12:09 PM
Lock makes it easier for sure. We usually have a lock or switch out for a lock since a lot of our Locks have also been playing other characters now, but anyways SoC and 1 healer, we use a pally for the warlock. At the start of the fight we have everyone kill the big imp, other than tank who is on Illhoof. Once big imp is down, everyone on Illhoof. We set aside 2 melee for when the big imp comes back up, usually ret pally dps warrior or elem shaman. He doesn't really need to be tanked per say, but some heavy armor does help. Everyone else stays on illhoof the whole time. If you have a mortal strike warrior, keep that up on Illhoof, have everyone that does dps make a macro for /target demon or /tar dem and pull that macro out so whenever anyone gets sacrificed you can just hit that and kill the chains fast. They heal illhoof and can take out raid members pretty fast if they are not healed a little and chains killed fast. Which means to have a healer dedicated to the MT and one on the MT but watch for the sacrifice