Random old dialogue
.... is there a source on any of this? --Mikaka 13:35, 13 November 2006 (EST)
beta data *chuckle* --Angellic 00:00, 15 November 2006 (EST)
- It's ok for Blizzard to display violence and such, so ok for the six first sins, but what about Luxury ? Will that stupid law make WoW:BC R-Rated ? =P-- (talk) 19:16, 17 November 2006 (EST)
How come this guy's undead bone dragon?
sorta doesn't make any sense, does it? In TFT, Eredar warlocks literally WIPE frost wyrms.
I can't recall if this is new or not... although I don't recall it happening before. While before Phase 3 he seems to only SW:P the MT, in Phase 3 he starts casting SW:P randomly. Afaik, the random part of it didn't occur in attempts from previous weeks... although I really can't recall exactly ;) -- Duiwel 05:41, 13 March 2007 (EDT)
Anyone have problems using Demonic Rune or Dark Rune?
I had problems with their interaction with enfeeblement I would take 1 gain mana/lose life start casting a spell then 2 sec later I would gain enfeeblement and fall over dead from 9k health. it happened twice in stage 2. dunno if there is some hidden debuff
Flask of Distilled Wisdom? No.
The tip about popping a flask of distilled wisdom is not a good tip. A flask of mighty regeneration restores 2000 mana every 2 minutes and 23 seconds. Considering the length of this fight the mighty regeneration is worth about four times the mana of a distilled wisdom.
- Draugluin 13:21, 1 May 2007 (EDT)\
Can his adds be banished by a warlock?22:26, 13 May 2007 (EDT)
- I don't think so, but even if they can, what's the point? Even if you stacked your raid with warlocks (bad idea) there would still be far too many to deal with it like that. At best you'd get a few unlucky ones out of the way. Shirik 04:05, 15 May 2007 (EDT)
- I was wondering if we could banish a few that land in a bad spot. 01:14, 28 May 2007 (UTC)
- not selectable, so guess not. 01:57, 28 May 2007 (UTC)
Is there a way to add a warning for Enfeeble to SCT. I will soon go to Kara for the first time and we are facing him(my luck) so I want to add a really big warning so I don't screw up:) (Keilden 05:57, 25 May 2007 (UTC))
- get bigwigs. ? - 06:29, 25 May 2007 (UTC)
- If i must..I like to have my modlist short but if there is no other way:) (Keilden 06:35, 25 May 2007 (UTC))
- Bigwigs is quite nice and modular, doesnt load anything it shouldnt. - 06:42, 25 May 2007 (UTC)
- If i must..I like to have my modlist short but if there is no other way:) (Keilden 06:35, 25 May 2007 (UTC))
- Or you could grab a nice Boss mods and watch your health bar. Pzychotix 06:59, 25 May 2007 (UTC)
- Yeah Deadly Boss Mods works really well too. especially if the raid leader or assistant has it set to announce, it'll send out raid warnings, as well as whisper people when they are enfeebles.Thelordnyax (talk) 09:22, 24 July 2008 (UTC)
Shadow Nova not 30 yards?
Doing this encounter recently, I've been able to use my 30 yard range spells while not being hit by the Shadow Nova. Is the range really 30 yards? Stillfresh 20:23, 7 June 2007 (UTC)
- Confirmed, but I don't have an exact range. 28 perhaps? Stillfresh 13:35, 10 July 2007 (UTC)
Prince of Eredar
Was this guy prince of one of the groups of the Eredar? He says hes prince of the eredar and there were split into 3 groups so.....
SuperN 17:26, 19 June 2007 (UTC)
- The lore for this guy is non-existent, which is a bit annoying and a pity. By the way, the Eredar weren't split into 3 groups, just 2: those that joined Velen and became the Draenei, and those who became demons. Raze 02:53, 18 July 2007 (UTC)
Prince of the Eredar
Someone posted on the page an exploit of the Prince Malchezaar encounter. I'm removing it from the page, but posting it here for future discussion.
A wall-climbers preview
Those who are one with the wall may attempt to climb the dome at The Master's Terrace, then jumping out into the outside while instance. Upon doing so, this brave or foolish adventurer may try to climb as high as possible, allowing then to jump into the prince's room, far underneath him. With a bit of climbing and the help of YouTube, this player may reach Nightbane, and jump into his room for an attempted one-manning. if an entire raid can perform this, you can technically skip all boss's other than the opera event and Moroes.
Even this may be too much, but I felt it was fair for the community to see it.
Dartholorin 18:10, 20 July 2007 (UTC)
Avoiding all infernals?
It is possible to avoid the Infernals for the entire fight by using the geometry of the room. This doesn't involve evade-bugging or the sort... should it be included in the article?
Stillfresh 19:53, 4 September 2007 (UTC)
- Based on my experience, Infernals are not randomly placed - there are a limited number of fixed positions they can appear in; when one falls one of the unoccupied positions is randomly selected. During phase 3, there are a maximum of 12 infernals up, which leads me to guess that there are roughly 12 positions (they should fill up in roughly 2.5 minutes after phase 3 starts). (For some reason, I find 15 a compelling number, but have no evidence for it.)
- Now, as a result of this, there are probably numerous positions on the battlefield that will never be affected by infernals. They are, however, very hard to find when infernals are not up, because of the lack of landmarks to position off of, and the positions themselves are probably very small. The unusual thing about the nooks is that they are easy to find positions, not that they are infernal immune.
- The doorway position works well because there is exactly one infernal position that threatens it (although there is a second that is very close to the tanking spot, which can annoy melee dps). This means that (assuming 15 spots, and 3 minutes/4 infernals per phase) there's a roughly 50% chance that infernal will not drop during phases 1 and 2.
- Flowers 17:47, 7 February 2008 (UTC)
I moved this bit from the first page. It's admittedly an exploit, and from personal experimentation, I'm fairly sure it's been fixed in patch 2.2.
Tanking Safe Spot Currently there is a safe spot for tanking Prince. This safe spot essentially means that healers and range dps do not need to move at all during the fight, ensuring that Prince is downed first time, every time. The tanking spot and healing/dps spots never have infernals land on them.
The strategy involves pulling Prince to the far wall away from the entrance. To be more precise;
- Exit the entrance and follow the wall on the left and go all the way to the far wall.
- The group then moves forward to a small outcropping and holds there.
- The tank must hold Prince in a spot that is within reach of the Healers and ranged DPS.
It is preferable to have as much ranged dps as possible as any melee classes will need to run further away from the Healers when they have the debuff on themselves. However it isn't impossible, just a little harder.
Tanking Safe Spot: http://i9.photobucket.com/albums/a60/bmkibler/princeposition.jpg
Janet 02:24, 1 October 2007 (UTC) Janni
- This strategy is not an exploit and does not fit into any of the defined "exploit" categories on wowwiki or blizzard. I am restoring the section. Please provide valid proof that this is an exploit (as defined by blizzard or wowwiki, not in your opinion) before removing again. This strategy makes use of the room layout to avoid damage from infernals, it does not involve hacking/cracking/jumping through walls or any such behaviour.
logiboy123 11:27pm 01/10/07 GMT+12
- Concur with logiboy, you're not up on terrain or anywhere where the Prince's abilities cannot hit you. Additionally, this strategy continues to work in 2.2.0, used it just last night. Stillfresh 15:04, 1 October 2007 (UTC)
mrgoats 3:36pm 010/5/07
it is not an exploit at all. the infernals dont land there thats all. i posted a new image i made for my guild. mrgoats
The safe spot didn't work for my guild. An infernal landed close enough to the "Tank" zone and they (the tank which was against the wall and the melee which was behind Prince) were taking damage. Mageofundead 03:05, 8 October 2007 (UTC)
- Am I correct in understanding that the "safe spot" is only safe for the ranged group, not for the tank? I also had the experience that the tank had an infernal land on him, so we gave up trying this method. If what you're saying, however, is that the tank needs to reposition malchezar to be at max range of the ranged group, but that they can stand still, then it is certainly a valuable strategy (and will probably be fixed in an upcoming patch). Also, that screencap is near useless, took us about 30 minutes to even have a guess at what area of the room was being shown. Maybe someone could draw a MS-paint-style map. (edit: just saw the new image on the main article page - nice one!) --Jejunus 16:54, 9 October 2007 (UTC)
- The safe spot is indeed safe for the tank, if he is all the way into the notch. It's not safe for the melee behind him. If you're using the safe spot, melee pretty much has to give up and run back to the ranged area to shoot/cast if an infernal lands nearby. I have conflicting reports on LoS from the healers to the tank when he's all the way in the notch.
- Kathucka 18:16, 9 October 2007 (UTC)
- Kyouichi just quietly nuked all references to the safe spot. Any particular reason? Is it not safe any more since the recent patch (Infernals were awfully close last night)? Let's gather some more information and see if we need to revert this.
- Kathucka 16:30, 11 October 2007 (UTC)
- The folks on the Raid and Dungeons forum report that it still works. I'll revert the change.
- Kathucka 00:40, 12 October 2007 (UTC)
- Attempted to use the safe spots last night. Ranged did not get an infernal, but the tank was distinctly not safe. He got at least two overlapping infernals. We got him anyway by healing through the damage. Can anyone confirm a similar experience? Kathucka 16:28, 19 October 2007 (UTC)
- Dunno how we can "confirm" such a thing. Best we can is confirm that it is possible to not have the tank hit. I don't run Karazhan anymore, but I'll ask around. Stillfresh 14:58, 22 October 2007 (UTC)
Sorry about the deleting, the spot did not work anymore. Infernal landed right on top at the ranged dps/ healer spot. -Kyouichi
- Often this is because people aren't properly positioned, as the spot is a little hard to explain via a simple picture. If you have it happen to you again, screenshot it please, so we have some obvious evidence. I don't raid Kara anymore, but I'll tell my guild to keep a look-out for it, if it happens. Stillfresh 14:49, 26 October 2007 (UTC)
- I can confirm that this, in fact, is not an exploit. My raid group just tackled him last night using this strategy. The tank has to be VERY precise as to where he tanks the Prince. If he isn't he could be knocked into the DPS/Healer group, burned down by infernals, or out of healer range. Infernals can still drop EXTREMELY close to the group and cause a pin where NO ONE can move and if the tank is not precise, he'll get himself or the DPS/Healer group killed. It may make this fight easier but there are still risks. This strategy is not a sure fire way of beating him. Bad infernal drops can still screw you. Just not as bad. It should also be noted that melee DPS have no easier time using this strategy compared to any other. Their job is still just as dangerous and they are still just as likely to die. --Varteras 07:53, 1 January 2008 (UTC)
NOTE We've been downing the Prince for some time now using the "safe spots" and last reset when using them we had infernals land so close to the wall that even when the raid moved right up AGAINST the left wall, we all still took infernal damage. It looks like after the last patch that Blizzard might have done away with the safe spots. We instead moved to use the safe spots at the entrance - those still work. We will check the safe spots against the wall again this reset. Poena 11:14, 16 January 2008 (UTC)
- I've not been able to reproduce. Took an amazingly long time doing it last time, and never got an Infernal that hit the safe spots. Suggest you take a screen shot if it happens again for further discussion. Stillfresh 17:24, 16 January 2008 (UTC)
5 October 2007 restructure
Major restructure and clean-up.
Moved strategy section up to just after abilities section.
Filled in rest of abilities. I'm not sure that he has a cleave. Can anyone confirm?
Added phase number to abilities listings.
Added Wipes section, because these are commonly discussed on the Blizzard forums.
Added Bugs section. I haven't seen any indication that these are fixed for 2.2. Can anyone confirm?
Added and merged assorted tips.
Strategy section could still use some more clean-up.
Kathucka 20:07, 5 October 2007 (UTC)
Tank Enfeeble Cause?
- I've never been able to reproduce the "instant tank deaths" often discussed in the forums. I strongly suspect they're actually cases of someone's aggro going over the tank. Stillfresh 18:10, 9 October 2007 (UTC)
Distinctly possible. If he loses his target at the start of Phase 3 (to toss his axes), he'll pick whoever is highest on the threat list. If that's not the tank...big trouble. Kathucka 18:27, 9 October 2007 (UTC)
- If anyone is above the tank on threat during phase 1&2 then the tank would have been eligible for being enfeebled, causing a 1 shot of the tank. Another way the tank gets killed too fast is when Prince gets a thrash streak and dies before healers even know what happened. Zurr T ∙ C 20:32, 9 October 2007 (UTC)
I've heard this many times, but is it really true? I've never seen any proof. I've accidentally gone over the tank's threat (without hitting 130% and pulling aggro) several times, and the tank was never enfeebled. That's not enough proof, though. Does anyone have proof? As far as I can tell, the current target never gets enfeebled, no matter where it is on threat. All the "instant tank deaths" I've seen, upon examination, were due to Thrash and crushing blows. But I don't have proof, either. Kathucka 18:49, 2 November 2007 (UTC)
- I'm unsure what kind of clarification we're going to be able to get on that. Blizzard has never said it's a bug, and most of the combat logs posted didn't appear to have any actions before the tank death, which may simply have been a reporting resolution issue. Stillfresh 17:18, 5 November 2007 (UTC)
Discussions on the Raids and Dungeons forum strongly indicate that the enfeebled tank bug is not threat-related. The only reliable documented incidents of the tank getting Enfeeble were at the Phase 1->2 transition, even when the tank was far ahead in threat. Prince doesn't have a target for a brief moment, so the tank is not safe from Enfeeble. All of the other instant tank deaths appear to actually be attributable to Phase 2 Thrash, not Enfeeble. Unless someone can come up with some good evidence, we should excise the threat/Enfeeble issue as a Deep Breath type myth. Let's give it a couple more days. Kathucka 17:49, 7 November 2007 (UTC)
- I think it really is a threat issue. We can't replicate the issue without going over the tank's threat at the phase transition. If it was random, we'd be able to replicate it at least once. I think it's simply people with bad/inaccurate threat meters. Stillfresh 19:41, 9 November 2007 (UTC)
Interesting. So, it can happen when going over the tank's threat (but not pulling aggro) only at the Phase 1->2 transition? It can never happen in the middle of Phase 1 or Phase 2? That makes sense. Kathucka 21:56, 13 November 2007 (UTC)
- Hard to say. I've never seen an unexplained tank death in any phase, although I have seen tanks eat thrashes and die normally from near full health. Stillfresh 03:03, 14 November 2007 (UTC)
Since there doesn't seem to be any evidence of a tank enfeeble except at the Phase 1->2 transition, I've removed references to the business about being over-threat without drawing aggro causing tank enfeebles. It's not clear whether the 1->2 transition enfeeble bug is threat-related, so I've put in that there are "Mixed reports". Kathucka 20:45, 27 November 2007 (UTC)
- Umm.... tanks can get enfeebled at any time during phase 1 and 2 if anyone goes above him on threat. The reason it was there wasn't because of phase transitions but for the entire fight. tanks getting enfeebled during transitions was an only an anomaly when no one was near the tank in threat. Zurr T ∙ C 20:52, 27 November 2007 (UTC)
Zurr, we were trying to determine if that's actually true. However, there are no credible reports of the target (tank) getting enfeebled when someone was above him on threat. There are credible reports of people being over-threat but the target not getting enfeebled. Until we have better evidence, we must conclude that the whole thing is a widely-believed myth that should be squashed (like the many Deep Breath myths). There are credible reports of the enfeeble bug at the Phase 1->2 transition, so that gets left in as a bug. If you find credible evidence for threat-not-target, bring it on. Until we have evidence, though, we need to leave it as "target." Kathucka 23:06, 30 November 2007 (UTC)
- Its only a 50% chance of the tank getting hit with enfeeble in a 10 man group each time he casts it. There have been fights that I never got hit with it. Not being the top of the list only makes you a potential target, not a definite target. Zurr T ∙ C 01:56, 1 December 2007 (UTC)
After millions of Prince Malchezaar attempts/kills, I have never witnessed the tank being Enfeebled. I have witnissed the tank being one shot, though--literally from full to dead. That's without a hotshot tank, though, our geared tanks haven't had this one-shotting occur in months, and rarely even wipe. I assume that this Enfeeble bug only happens to raids with poor tanks: I believe this Enfeebling a tank business to be a misconception of the fact that Prince Malchezaar actually is completely possible of timing Thrashs and what not, thus one-shotting tanks. Also, from Phase 2 to Phase 3, if an Enfeeble is up, the axes are capable of one shotting anyone who is Enfeebled, and it's probable that this uproar helped stem "Tank Enfeeble". Those may be all theorycrafting for WoW boss propaganda, but I also video tape all of my boss fights and everytime a tank was one shot, or even if we wiped, I notably saw that an Enfeeble was not cast on ANY raid member during any Phase transitions, (unless this bug is a single-target the tank Enfeeble). I have effectively proved that the "parameters" of this bug are either inaccurate, or this bug doesn't exist, or this bug just hasn't ever happened to me, but again, with how many countless times I've seen this guy, it should have occurred at least once. Also, I have never heard of the tank's combat log displaying affliction of Enfeeble. I'm sure this is wishful thinking to explain the deadliness of Phase 2, which is, in my opinion, the only actual challenge in all of Karazhan, even if you are "way past Kara" geared, due to incredible burst damage. --Furi
- Thanks for the input, Furi. A this point, all the credible reports (with combat logs) show the effect only at Phase 1->2 transition, and they are very rare. In fact, I haven't seen any credible reports lately. It could be that Blizzard fixed the bug. Let's keep monitoring the issue, and remove the bug note if we can't find a recent report. Kathucka 22:48, 4 December 2007 (UTC)
The Blizzard forums report the bug happening in the past couple weeks, and always at the 1->2 transition. Threat does not appear to be an issue. Let's keep it the way it is for now. Kathucka 18:05, 5 December 2007 (UTC)
- Definitely confirmed to be true. We hit the Prince last night. I was second highest aggro on the list but I was still 5,000 threat beneath the tank. The moment that Phase 2 started the tank was instantly killed. We thought it was an enfeeble because maybe I went over the tank's aggro but I had hit Soul Shatter and reduced my threat right before he was killed. This is most definitely a glitch.--Varteras 08:02, 1 January 2008 (UTC)
Tank Enfeeble Cause - the issue is not threat related at all. Prince performs the enfeeble targeting process by randomly selecting raid members to hit with enfeeble. The enfeeble will never hit Prince's current target. If you are above the tank's threat, but you have not pulled aggro, the tank is still not a valid enfeeble target. If you watch Prince during the Phase 1 > 2 transition, there is a brief moment where he has NO target. During this period (1 to 2 seconds), the tank is a valid enfeeble target. Best way to avoid this is to slow your DPS at 65% until you pass an enfeeble, then force the Phase 2 transition. 19:00, 14 January 2008 (UTC)
- I would argue this explanation is statistically impossible. Everyone should observe the event if this was actually true, provided they do it long enough. We've been running two groups through Karazhan for almost a year. Still no tank enfeebles, even when he does it during a phase transition. Other guilds report they frequently see this bug. That seems to indicate specific behavior induces this. My $0.02 on the issue, I can't speculate too much because, as I stated, I've never been able to reproduce this "bug." Stillfresh 19:36, 14 January 2008 (UTC)
A valid point. It's really hard to gather good data about this, though. All we know for sure is that it is rare and that it always happens at the 1->2 transition. Until we know more, we're just going to have to call it a bug and throw up our hands. Kathucka 21:43, 15 January 2008 (UTC)
Safe Spot and Prot Tanks
From our kills of Prince. The Skulls - Bloodhoof Euro
The Spot on the left is a nice one for the ranged and healers to stand, the margin of error is very small though as we have still lost the odd person to infernals when they venture a bit further to the right worrying about line of sight do to the small kink in the wall. (mark one dps with a triangle and tell others to stand in him this will avoid guys falling to infernals)
Prince is not a very hard fight if the group understand their rolls.
3 Healers if they are mostly in Kara gear. 1 Tank (Prot or Druid is fine) 6 DPS (Ranged is the prefered here as they can keep dps up contantly and mellee guys do the merry go round in and out of Enfeebles)
All dps and healers should be within 31 to 34 yards this allows you to get enfeebled and not killed. The spot on the left allows for this nicely. As the tank runs about 33 yards ahead of you against the wall.
1 Warlock puts Curse of Shadow on him 1 Warlock puts Curse of Weakness on him (we have 2 locks in group) some prefer curse of elements but we rather reduce his AP on tank. This is the only time we accept people moving into the 30 yard radius of Prince. Mage puts Amplify magic on tank to help the healers.
rest if fight is a tank and spank affair.
Let tank get at least 10k worth of threat before you open up with ranged. mellee can go in from the start of the fight. If any dps threat is nearing the 20k gap on tank have them stop dps or use their abilities to drop aggro mage=invisibility - lock=soul shatter - priest = fade - shammie should have their tranquility totem out from very beginning to allow tank to pull ahead quicker, this can be replaced once tank is sufficently ahead with other totem of choice. you need everything at full pace for phase 2 and 3. So phase 1 is the time to get the tank well ahead of all threat while healing is still easy.
Phase 1 - beat him down get the aggro gap on tank very high.
Phase 2 40% increase on speed of attacks - he brings out his axe hands and damage on tank increases drasticaly, this is the wipe phase. all dps needs to proc trinkets here shammie drops damage increasing totems and you gun him to 30% as quickly as possible. Warlocks Reapply The Curses here. and continue gunning him. Druids with high enough HP can survive the inevitable Crushing Blows that will land as can Prot Tanks that miss the block on them if their hp is high enough. But your tank will at some point receive over 13k+ damage in under 2 seconds if hes topped at all times he will survive if prot tank manages his shield block he will have np. The trick on Prot Tanks here is not to spam Shield Block constantly it will only block the 1st 2 shots and with the speed of Princes attacks it will block non crushing blows and he will get killed while its on cooldown. During the fight the tank will see Parry pop up, this is when he needs to raise his Shield Block. Our tank has gone from 14k hp to 0 in under 2 seconds many times. 16k to 17k hp we recommend as the tanks hp for this fight, our tanks now have this and a bit more making phase 2 easier to survive the blows. Not sure if its built in like this or just lucky for us but at 41% we have our tank do his Shield Wall if available as at 40% Prince always seems to get 2 or 3 crushings on the tank. Last Stand we reserve for if the tanks hp hits the 3k mark. And Seeds are reserved for the same event or when Prince gets to 3% if its available. ( at this point mana will be running very low so anything the tank can do to help the healers out is good ) Druids as we know can do nothing against crushing blows so 17k+ hp for them is a must for them to survive the blows.
Phase 3 - princes hands come at the raid group. your weakest healer in phase 3 must now do group duty. Ensure all have their Health Stones ready and they are only for phase 3. if they start getting hit let them get to 50%hp before they use the stone. They will have no problem surviving this phase and make it easier for the 3 rd healer. they hit for around800 per hit on cloth so nothing to bad but they do hit very often but 1 HS or Pot is enough to survive on your own even without a healer. But they can come back to you which is where the healer is needed.
Tips We have our priests drop their shields on the tank as often as they can during phase 2 as this is a nice way to absorb 1300 odd damage. Tanks are taking more than enough heavy hits so tell em not to worry about rage they will still get beaten hard. The shield will be eaten up in under 2 seconds anyways.
Mana is always a prob on this fight as its a heavy bombardment. 5 mana pots minimum for dps requireing it. as much damage boosting buffs as you can get. Mages and Destruction locks should use flask for mana regen. Locks who are lucky enough to sacrifice their felhunter for mana regen can do the fight on 1 mana pot and 2 Life taps. Destruction Locks that rely on Life taps for their mana can go wild during Phase 1 and 2 but must self bandage to regain hp. Health Stones are your protection on phase 3. Nothing that needs to be cast within 30 yards can be used, Its just a stupid way to lose valuable dps and inevitably someone will die runnning in and out of range for it.
If you have a palli in your group (we sometimes take one in) He definatly makes the fight easier. 30% reduction in threat on your heavy hitters. (with shammie tranquility totem) they can open up after about 6 seconds and gun him quicker. Mages will whine about not having the mana regen buff so just give it to em :) And they can put their effort on Prince that heals the tank each time he gets smacked for a bit They also must be on standby for the full hp heal on tank if he hits 1k mark. Then regen mana for phase 3 if they have to do this.
Other than that its an easy encounter and if your tank is on the ball and your healers its a pretty easy fight. -- Jesko
A word about expertise
73 level boss has typically 5.6% parry chance against a player. Each point in Expertise reduces chance that your attacks will be parried by 0.25%, thus you need ceil(5.6/0.25)=23 Expertise to become parry-immune.
- Paladins 71ER
- Warriors 67ER
- Druids 90ER
- Paladins with racial expertise 51ER
- Warriors with racial expertise 47ER
Fibby 18:16, 4 February 2008 (UTC)
Safe Spots Gone?
My guild just tried to kill prince the day of the patch. The old safe spots are no longer safe. Infernals can drop down right in those 2 spots in the screenshots. I didn't edit out the safe spot part of the main article - would prefer confirmation first that this isn't a fluke. Looks like Blizz fixed the exploit... --Sayeh 04:42, 26 March 2008 (UTC)
I can confirm that the safe spots are no longer safe. My guild did a Kara clear the day 2.4 was released and infernals dropped right in the safe spots, we were using these spots without issues pre-2.4 . Dropped in the spots 2/2 attempts. --Mcwoot 15:12, 26 March 2008 (UTC)
Confirmed. 3 Infernals landed on the casters and 1 on the tank in f 1 and 2. Old fashion way is the answer. I think now the infernals drop as much as closer to you. Never seen one drop far away from us. --Morigar 11:09, 28 March 2008 (EET)
Definitely confirmed, though its still pretty random. I did it on two toons (both groups were za/t5 just doing it for badges). did it on one toon tuesday and one landed close to the caster group so we had to move but not on top of us, we still one shot him as usual. Last night did it with an even better group and we wiped twice because infernals repeatedly landed on the tank and caster groups so lots of people died during enfeeble. Spotting infernals is much more important now. —The preceding unsigned comment was added by Mhig9000 (talk · contr).
I'm not entirely sure about removing sections, so I'm just moving it here and posting that it was removed as of patch 2.4 as I do have solid proof of both spots being removed. http://www.wowwiki.com/Image:Princesafespotsremoved.jpg
Note: As of 2.4 It seems they changed this so that these safe spots no longer exist, and there's a chance that an infernal will land exactly in those spots.
There are "safe" spots for fighting Prince. Infernals do not damage characters in these locations, although they can prevent safe retreat for melee DPS affected by Enfeeble. Prince Malchezaar's other abilities are not affected by this location. Melee characters (including the tank) can take one, and healers and ranged damage-dealers can take the other. Healers and ranged damage-dealers do not need to move at all during the fight.
The strategy involves pulling Prince to the far left wall away from the entrance. To be more precise;
- Pass through the door and follow the wall on the left. Go all the way to the far wall.
- Ranged characters move forward to a notch in the wall and hold there.
- Melee characters and the tank move to the next notch and hold there.
It is preferable to have ranged damage-dealers instead of melee classes. Infernals may surround the safe spot so that melee characters have nowhere to run when enfeebled.
To date, Blizzard has given no indication that they consider use of these safe spots to be an exploit.
Can't escape Shadow Nova!!
I'm a rogue, so this fight usually gives me a tough time.
Whenever I get enfeebled, the second that I get the debuff (it's pretty obvious, so trust me) the very second I see it, I run away from the Prince.
But surprise! Every time, it hits me. Thankfully, I resisted maybe 5 of them. FIVE TIMES it hit me! I'm convinced that I can't escape it.
- Also, how are you running away? If you keyboard turn and then run out, you're going to lose an important second there. The following are tips that help me when I am melee on Prince:
- Stand at Prince's max hitbox range
- Use a boss mod that times Enfeeble (BigWigs) and begin running out a second or two early
- Mouse turn to face the run out point and then run forward (no strafe or key turns)
- 18:40, 8 May 2008 (UTC)
- Also, how are you running away? If you keyboard turn and then run out, you're going to lose an important second there. The following are tips that help me when I am melee on Prince:
New "safe" spot in 2.4?
According to the pug group I was running Kara with tonight, there is still a "safe" location (for the healing/aoe group) in 2.4. Supposedly, standing *on* the small pillar near the door (you can jump on top of it, or run up it from the right angle) makes you immune to the Hellfire effect, and if Prince is tanked at an appropriate distance, Shadow Nova will not hit anyone in the ranged group.
No Infernals landed close enough to the door for me to see if this actually works to prevent the Hellfire damage. However, both times we tried this method an Infernal did fall directly on the tank early, preventing melee DPS and causing a wipe in Phase 2 when the healing couldn't keep up between Thrash and ticking Hellfire. So hardly a flawless strategy unless your healers outgear the encounter and/or your tank has a lot of HP, but maybe of interest if it works. Matthias99 (talk) 05:35, 6 May 2008 (UTC)
- I think the ultimate message conveyed by the removal of the original safe spots is that that fight was designed to require a raid to be mobile and make adjustments in real time. Since that is part of the fight design, I think further attempts to manipulate the environment to avoid this aspect of the fight probably should not be included in the main article anymore.
- 18:38, 8 May 2008 (UTC)
- The pillar near the door is safe for ranged dps and healers, but there are 2 infernal nodes that completely cover the entire area that is in range of healing that the tank can stand at and keep shadow nova from obliterating the raid. As for any other safe spots on the ground, i dont know if they are there anymore. Lou-Saydus (talk) 22:39, 12 May 2008 (UTC)
+19% miss chance during phase 2?
I've heard it said that since prince is dual-wielding axes during phase 2, his Miss chance is increased by 19%, just like it is with a dual-wielding player. This would mean that a paladin tank who is normally not Uncrushable can still become Uncrushable during phase 2 (which is when the tank would need uncrushability the most).
Is there any truth to this rumor? Any data out there on his Miss rate during phase 2?
Rogues can avoid shadow nova
I have tried this myself when we attempted prince. CoS avoids shadow nova in its usual style, also if a rogue is stealthed (vanish) before he uses shadow nova then shadow nova will not effect you. —The preceding unsigned comment was added by Contrast0772 (talk · contr).
- Cloak of Shadows will not guarantee resisting shadow nova. It's a very high resistance chance, to be sure, but it's not guaranteed. It's probably better not to chance it. As far as vanish, since stealth doesn't confer any magic resistance bonuses it's far likelier that you just got lucky. And even if it did work, the fact that it's on a five-minute cooldown makes it a less than ideal solution. -- Dark T Zeratul (talk) 20:02, 17 August 2008 (UTC)
Shadow Nova Nerf
The page has been locked for editing, but as of March 1, 2009, Shadow Nova now has a 10 second cast and is cast roughly 2 seconds after Enfeeble. Just another nerf to Kara since 3.0.2. Vund223 (talk) 17:52, 2 March 2009 (UTC)