Post by New Admin on Nov 5, 2007 11:24:32 GMT -5
Karazhan 70 only, 10 man raid in Deadwind Pass
The only plus side of this chain is that it exposes you to lots of different instances, and if you actually run them, you have many chances to improve your gear. As an aside, most of this chain can be done at level 68, but one part requires a flying mount, and the last bit requires not only being 70 but being pretty decently geared.
1) At level 68, you can go down to Karazhan, located at the southern end of Deadwind Pass which is in turn east of Duskwood. There you will find several human NPCs standing outside a locked gate. You can pick up two quests from Archmage Alturus. Restless Activity will tell you to obtain 10 Ghostly Essences from the various undead in the surrounding area. Arcane Distrubances will give you a quest item to test the water sources of an underground well, and an underground lake. These are both located in the immediate vicinity, and can be done at the same time as the Ghostly Essence collection.
2) After turning those two quests in, you have to talk to Archmage Cedric near Dalaran up by Southshore. He in turn will tell you to return to Khadgar in Shattrath City.
3) Upon talking to Khadgar, you are told to get the first Karazhan key fragment out of Shadow Labs in Auchindoun. The advantage of the key fragment quests are they can be done without having to run the instances which contain them. The first fragment is contained past the last boss (Murmur) of Shadow Labs. So, you can either get a group together and run Shadow Labs all the way to the end, then do the fragment. OR you can try to find a group who is running SL anyway, and then have them let you into the group after Murmur is dead to collect the Kara fragment. In large guilds and guild alliances, this is a common practice to speed people along the Karazhan attunement chain.
4) After turning in the first fragment to Khadgar, he tells you to get the second and third fragments as well. These are both in the same quest, and can be done in either order. This quest is far better because both fragments can be obtained without running the entire instance. The two fragments are in The Arcatraz and Steamvaults.
5) The Arcatraz fragment is actually past the first boss, but the boss is optional: he’s in a corner, and you can stick to the other side of the room, run up a ramp, across a bridge, and into a room with some voidwalker mobs. The fragment is in that room on the right.
6) The Steamvaults fragment is before the first boss, but you can see the first boss from where you have to go to get the fragment. After about 8 pulls, you will be near the base of a ramp at the top of which is the first boss and her two water elemental adds. On the right will be a canal/lake area that goes quite a long way away from the first boss. But if you dive down into the water, and stay to the left side, at the very bottom of the water is the second fragment. A warlock helps here with unending breath because you’re underwater for a relatively long time, but it’s not necessary.
7) After obtaining both fragments, return to Khadgar. He will then tell you that the fragments can be put together into the Master’s Key, but it has to be “activated” or some such, which must done by Medivh. HE can be found in the Black Morass in the Caverns of Time.
8) The Caverns of Time are in Tanaris, and has its own chain of quests. Upon first going to the CoT, you must take a tour similar to the tour of Shattrath City when you first arrive there. It takes about 10 minutes, and should be done before level 70 AND before you’re actually running anything so that 1) you get xp for the quest and 2) you don’t make the group wait for you. The tour quest is required to do any instance in the CoT. After you do the tour, you are given a quest to rescues Thrall in Durnholde Keep in Old Hillsbrad. The level requirement for this instance is officially 66, but I find it is difficult enough that higher levels are preferable. After the first boss it is an elaborate escort quest involving 4-5 groups of 4 mobs each, all in a chain with very little rest time, so casters/healers have to take every opportunity to drink that they can. Then you fight a boss, do several more 4 mob chain fights, and finally a last boss. Assuming you survive all of this, turn in the quest upon exiting the instance, and you will get a quest to enter the Black Morass. YOU MUST DO DURNHOLDE KEEP BEFORE YOU CAN DO THE BLACK MORASS.
9) BM is also a gigantic chain fight. 18 waves of mobs pour out of portals. Each portal has a guardian, and the portal closes when the guardian goes down. Waves 6, 12, and 18 have major bosses who drop loot. Opinions vary, and you can alter the group composition depending on gear levels, player skill, and availability. My personal pereference for a BM group is:
Tank: Prot warrior or bear druid. Equally effective.
Healer (in preference order): Holy priest, resto druid, holy pally. The reason is hots are invaluable, and pallies don’t have them. However, I’ve succeeded with pallies as the only healer, so it can certainly be done.
Add control: Mage is the best, but fury warriors are also exceptional. This slot should be filled with someone who is comfortable doing all adds solo, with no help.
Add support/DPS: Hunters are ideal, warlocks are also excellent, rogues/cat druids are tolerable. The add control slot should be able to solo all adds, but if they call for help, some should be available. Hunters are good because they can handle multiple targets at once and are ranged. Warlocks are also excellent here. Melee DPS is OK, but should be used only in a pinch, instead focusing on the portal guardian.
The fifth spot: Depending on your group’s strengths, you can fill this with additional dps (ideal since the whole event is on a timer and the faster you do it the better off you are), or a back up healer. A shadow priest is pretty cool in the fifth spot because it can both heal AND add dps on the guardian. The only real rule is to not double up on a class if you can avoid it. Double mages are OK, but otherwise, this instance is difficult enough that variety is a HUGE boon you don’t want to give up readily. ANYWAY…
After wave 18, the quest is complete, and you can talk to Medivh to turn in the Master’s Key.
10) If you’ve gotten this far, Medivh should tell you go back to Khadgar for the final turn in. Simply go back, turn it in, and get the Master’s Key. Congratulations! You’re attuned to Karazhan!
The only plus side of this chain is that it exposes you to lots of different instances, and if you actually run them, you have many chances to improve your gear. As an aside, most of this chain can be done at level 68, but one part requires a flying mount, and the last bit requires not only being 70 but being pretty decently geared.
1) At level 68, you can go down to Karazhan, located at the southern end of Deadwind Pass which is in turn east of Duskwood. There you will find several human NPCs standing outside a locked gate. You can pick up two quests from Archmage Alturus. Restless Activity will tell you to obtain 10 Ghostly Essences from the various undead in the surrounding area. Arcane Distrubances will give you a quest item to test the water sources of an underground well, and an underground lake. These are both located in the immediate vicinity, and can be done at the same time as the Ghostly Essence collection.
2) After turning those two quests in, you have to talk to Archmage Cedric near Dalaran up by Southshore. He in turn will tell you to return to Khadgar in Shattrath City.
3) Upon talking to Khadgar, you are told to get the first Karazhan key fragment out of Shadow Labs in Auchindoun. The advantage of the key fragment quests are they can be done without having to run the instances which contain them. The first fragment is contained past the last boss (Murmur) of Shadow Labs. So, you can either get a group together and run Shadow Labs all the way to the end, then do the fragment. OR you can try to find a group who is running SL anyway, and then have them let you into the group after Murmur is dead to collect the Kara fragment. In large guilds and guild alliances, this is a common practice to speed people along the Karazhan attunement chain.
4) After turning in the first fragment to Khadgar, he tells you to get the second and third fragments as well. These are both in the same quest, and can be done in either order. This quest is far better because both fragments can be obtained without running the entire instance. The two fragments are in The Arcatraz and Steamvaults.
5) The Arcatraz fragment is actually past the first boss, but the boss is optional: he’s in a corner, and you can stick to the other side of the room, run up a ramp, across a bridge, and into a room with some voidwalker mobs. The fragment is in that room on the right.
6) The Steamvaults fragment is before the first boss, but you can see the first boss from where you have to go to get the fragment. After about 8 pulls, you will be near the base of a ramp at the top of which is the first boss and her two water elemental adds. On the right will be a canal/lake area that goes quite a long way away from the first boss. But if you dive down into the water, and stay to the left side, at the very bottom of the water is the second fragment. A warlock helps here with unending breath because you’re underwater for a relatively long time, but it’s not necessary.
7) After obtaining both fragments, return to Khadgar. He will then tell you that the fragments can be put together into the Master’s Key, but it has to be “activated” or some such, which must done by Medivh. HE can be found in the Black Morass in the Caverns of Time.
8) The Caverns of Time are in Tanaris, and has its own chain of quests. Upon first going to the CoT, you must take a tour similar to the tour of Shattrath City when you first arrive there. It takes about 10 minutes, and should be done before level 70 AND before you’re actually running anything so that 1) you get xp for the quest and 2) you don’t make the group wait for you. The tour quest is required to do any instance in the CoT. After you do the tour, you are given a quest to rescues Thrall in Durnholde Keep in Old Hillsbrad. The level requirement for this instance is officially 66, but I find it is difficult enough that higher levels are preferable. After the first boss it is an elaborate escort quest involving 4-5 groups of 4 mobs each, all in a chain with very little rest time, so casters/healers have to take every opportunity to drink that they can. Then you fight a boss, do several more 4 mob chain fights, and finally a last boss. Assuming you survive all of this, turn in the quest upon exiting the instance, and you will get a quest to enter the Black Morass. YOU MUST DO DURNHOLDE KEEP BEFORE YOU CAN DO THE BLACK MORASS.
9) BM is also a gigantic chain fight. 18 waves of mobs pour out of portals. Each portal has a guardian, and the portal closes when the guardian goes down. Waves 6, 12, and 18 have major bosses who drop loot. Opinions vary, and you can alter the group composition depending on gear levels, player skill, and availability. My personal pereference for a BM group is:
Tank: Prot warrior or bear druid. Equally effective.
Healer (in preference order): Holy priest, resto druid, holy pally. The reason is hots are invaluable, and pallies don’t have them. However, I’ve succeeded with pallies as the only healer, so it can certainly be done.
Add control: Mage is the best, but fury warriors are also exceptional. This slot should be filled with someone who is comfortable doing all adds solo, with no help.
Add support/DPS: Hunters are ideal, warlocks are also excellent, rogues/cat druids are tolerable. The add control slot should be able to solo all adds, but if they call for help, some should be available. Hunters are good because they can handle multiple targets at once and are ranged. Warlocks are also excellent here. Melee DPS is OK, but should be used only in a pinch, instead focusing on the portal guardian.
The fifth spot: Depending on your group’s strengths, you can fill this with additional dps (ideal since the whole event is on a timer and the faster you do it the better off you are), or a back up healer. A shadow priest is pretty cool in the fifth spot because it can both heal AND add dps on the guardian. The only real rule is to not double up on a class if you can avoid it. Double mages are OK, but otherwise, this instance is difficult enough that variety is a HUGE boon you don’t want to give up readily. ANYWAY…
After wave 18, the quest is complete, and you can talk to Medivh to turn in the Master’s Key.
10) If you’ve gotten this far, Medivh should tell you go back to Khadgar for the final turn in. Simply go back, turn it in, and get the Master’s Key. Congratulations! You’re attuned to Karazhan!