Kel’Thuzad. Our nemesis. We finally stand before him… ready to kick some undead ass.
Abilities
In Phase 1 you will fight several undeads.
Soldier of the Frozen Wastes:
Dark Blast (Shadow) – Exploding if he closes in on his target.
Unstoppable Abomination:
Mortal Wound (Physical) – Inflicts 150% weapon damage and reduces healing received by 10% for 15 seconds.
Frenzy (Buff) – Increases the Physical damage dealt by the caster by 150 until killed.
Soul Weaver:
Wail of Souls (Shadow) – Inflicts Shadow damage and knocks back enemies in front of the caster.
In Phase 2 you will meet Kel’Thuzad and his guards.
Frostbolt Single (Frost) – Inflicts Frost damage to an enemy and reduces its movement speed by 50% for 4 seconds.
Frostbolt Volley (Frost) – Inflicts Frost damage to the raid, reducing their movement speed for 4 sec.
Frost Blast (Frost) – Stuns the target, dealing 26% of the target’s maximum health in Frost damage every second for 4 seconds.
Shadow Fissure (Shadow) – Spawns red Shadow fissures that deal overwhelming damage to any enemy within after 10 seconds.
Chains of Kel’Thuzad (Debuff) – Charms 2 allies increasing their damage by 200% and their healing by 500%.
At 30% health Guardians of Icecrown will spawn:
Blood Tap (Physical) – Deals 125% weapon damage, and increases damage dealt by 15%. Stacks up to 99 times.
The following tactic has been written by Lancar:
Class requirements
3 Tanks and at least 2 fast ranged hitters, such as Hunters or Arc Mages.
The pull
This encounter is started by the whole raid moving into the big glowing circle in the center of his room. Once the first player reaches it, the encounter will start, and if anyone is left at the doorway, its instant wipe due to overwhelming shadowdamage to everyone in the room. Do NOT stand at the door when the encounter starts. Stay with the group, or you will cause the death of the whole raid.
Positions and strategy
The Kel’thuzad encounter is divided into 2 phases.
Phase 1: The assault
Everyone stays within the circle. Do not move outside it. From the alcoves different mobs will slowly make their way towards the raid.
Abominations: Once they reach the middle, these will be taken care of using only the melee DPS + tanks.
Banshees: These will be taken out at long range by the casters, such as mages, warlocks, elemental shamans, boomkin, etc
Skeletons: These will be taken out as soon as possible by the fast ranged raiders. Hunters excel at this but arc mages will also work, as will shadow priests. Should the skeletons reach the raid, they will blow up for big damage to everyone.
Phase 2: Kel’thuzad himself
After a while Kelly will get tired of watching, and attack. Once he does, the groups of mobs wandering the alcoves will dissapear and its finally safe to step outside the circle. The raid should spread out across the room as much as possible (taking out any remaining mobs along the way) with the healers in the middle.
The MT will grab the boss, and the two OT’s will position themselves at the left and right side of the room, respectively, and then wait. The melee DPS people will group themselves up into 3 teams, standing around the boss with maximum distance to the other teams.
Kelly will attack with two main strikes: Frost bolt and Frost bolt volley. The former has a cast timer (and is interruptable), while the latter does not. Rogues and warriors will have to take care of interrupting as many of the Frost Bolts as possible, as they strike for huge damage.
He will also occasionally spawn “red zones of death” (Shadow Fissure) underneath a random raider throughout this phase. Its important that you drop whatever the heck your doing and move out of it ASAP if it spawns underneath you, because its likely to kill you off with one shot when it blows up otherwise.
A mind control spell will sometimes take control over 2 raiders, meaning they will need to be incapacitated until it wears off. Sheeping, stunning, etc works fine. Do NOT kill them.
Lastly, he will randomly freeze a raider, and everyone near him, in a block of ice that will kill you unless heals are applied. Healers must be on the ball for this, because after 4 seconds its too late. This is also the reason why everyone must spread out as much as possible. Several people getting ice blocked at the same time is a sure recepie for needless deaths.
At 50%, Kelly will call for aid from his master and Guardians of Icecrown will spawn at the left and right side of the room. This is when the two OT’s come into play. They will pick them up, and hold them for the remainder of the fight. Do not waste time DPSing them; they will leave once Kelly is dead.
Normal Difficulty
Kel’Thuzad won’t charm allies and only 2 Guardians will spawn.