Strategy: The Blood Princes

Morynne —  January 21, 2010 — 1 Comment

So first off, I’m not going to kid here, I was dead for most of this fight. Why? I was playing Beach Volleyball: WoW Edition.

The fight is very chaotic.  There’s a lot of stuff to pay attention to — I’ll just start off by saying that.  Each prince has different abilities and have to be dealt with a different way.

Let’s look at what they can do: (note, these may be 10m spells, but the mechanic is the same for 25m)

Prince Keleseth

  • Shadow Lance — Hurls a bolt of dark magic at an enemy, inflicting 17063 to 17937 Shadow damage. (40 yards range. 1.5 seconds cast)
  • Shadow Resonance — Summons a Dark Nucleus. (Instant)
    • Dark Nucleus casts Shadow Resonance — The nearest target resonates with shadow, suffering 1,000 damage and reducing Shadow damage taken from all sources by 35% for until canceled [sic]. (15 yards range. Channeled. Lasts for 6 seconds)
  • Empowered Shadow Lance — Hurls a bolt of dark magic at an enemy, inflicting 85,313 to 89,687 unresistable Shadow damage. (40 yards range. 1.5 seconds cast)

Prince Taldaram

  • Glittering Sparks – DoTs players in a frontal cone with Glittering Sparks, inflicting 3,230 to 3,570 (25-player: 3,705 to 4,095) Fire damage every 2 seconds for 8 seconds. Also reduces the movement speed of the affected targets by 20%.
  • Conjure Flame – Conjures a ball of flames that flies through the air toward the target and explodes on impact. Empowered through Invocation of Blood.
    • Flames – Inflicts 7,500 (25-player: 11,250) Fire damage to all nearby players within 15 yards. Used when the ball of flames reaches its target.
  • Conjure Empowered Flame – Conjures an empowered ball of flames that flies through the air toward the target and explodes on impact. As it moves, the ball of flames does Fire damage to nearby players and shrinks in size. Used when under the effect of Invocation of Blood.

    • Flames – Inflicts 7,500 (25-player: 11,250) Fire damage to all nearby players within 15 yards. The more flames the balls discharges while traveling, the less damage on impact it will do. Used when the ball of flames reaches its target.
    • Empowered Flare – Inflicts 1,000 Fire damage every 1 second to players within 10 yards.
  • Invocation of Blood – Allows Taldaram to cast Conjure Empowered Flame.

Prince Valanar

So now let’s talk about this fight and how to deal with these three. First off, you can only attack the “Empowered” prince.  The other two will reduce to 1 hp, and will be immune to all damage.  The princes share a health pool, so you’re only really dps’ing down one health bar instead of 3. Keleseth needs to be tanked by a properly spec’d warlock — he dishes out a lot of shadow damage.  Whomever ends up tanking Keleseth needs to run around and pick up the Dark Nucleus.  Your pull should look something like the diagram to the right (courtesy of tankspot.com).  It will not last long, so don’t freak out when everything gets jumbled up.

As a hunter, your most important business is to keep the Kinetic orbs up.  They spawn randomly in the room, and they drift toward the ground over time, and if they reach the ground, they will deal damage to the raid.  Many of them spawn so they can become a lot to deal with.  They will despawn eventually, but just make sure they don’t hit the ground.

Periodically members of the raid will be targeted by a Conjured Flame (big orange ball), make sure you run from it.  This is not one you can play with, because you’ll ultimately blow up the raid if it gets to you.  There will be white swirly things (Shock Vortex) that spawn around the room — make sure you run from them, or you’ll get knocked against the wall and take some damage. By the way, you also have to DPS the boss.

Remember, you have to do all that and not let the beach balls drop.  If you have locks in your raid, have them dot the kinetic orbs up — it seems to be the set-it-and-forget-it method.  I had Viper up on the balls and it seemed to keep them up long enough so they’ll disappear.

I really can’t say much more than what was cited at the end of the tankspot strategy really….

(1) The key to this fight is fast target switches and everyone in the raid being mindful of the myriad of abilities and their empowered versions. High raid awareness, as always, is clutch.
(2) Three tanks: two physical, one ranged (Keleseth). CAN you tank Keleseth with a physical tank? Yup, sure can. But its an overall DPS loss to do so if your third tank has a decent gear for his/her DPS offspec.
(3a) Don’t face Taldaram into the raid.
(3b) Don’t stand in swirling circles of doom.
(3c) Run away from the big orange ball when it wants to play with you.
(3d) It will not be a happy new year if you let the little white/orange ball hit the ground.
(3e) If you’re DPSing a boss with 1HP, you are not doing it right.
(4) Ranged stay spread out. Try for 13-15yds. It makes life easier, but exact intervals are not needed ala DBS.
(5) All three princes share a health pool. You can only damage the prince that is under the effect of Invocation of Blood. While under the effect of Invocation of Blood, the prince becomes empowered, changing the mechanics of his attacks and/or making them stronger.

Tankspot Video

Hunter Loot

Blood-Drinker’s Girdle (10m)
Hersir’s Greatspear (10m)
Treads of the Wasteland (25m)

Morynne

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Morynne is an avid hunter, and prefers Marksmanship. She has co-hosted the Hunting Party Podcast, and appeared on the Twisted Nether Blogcast. For more information, click here.

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  1. ICC Heroic: The Blood Princes | Marks-365 - May 27, 2010

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