|Servants' Quarters Beasts|
Terestian Illhoof, along with his minion Kil'rek, is an optional boss in the library section of Karazhan. Both have a low-aggro range - you can snake around the side at the start, and rez everyone in the room with no difficulty.
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 a very high amount very quickly. 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).
- 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. You can use an off-tank (ideally a druid) to pick him up quickly. Druids are ideal for this task, as they can easily shift between tanking form and DPS form; however since he doesn't hit very hard, a DPS warrior can also work. Another alternative is to simply have a second tank on him for the entire fight.
- 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.
- All DPS except the imp AoE should focus on Illhoof until somebody gets sacrificed; then the focus should be on killing the chains as fast as possible. Use cooldowns when Kil'rek gets killed by AoE and Illhoof gets the Broken Pact debuff, which makes him take more damage--but do not neglect to kill the chains!
- 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 you are taking longer than that, focused DPS on Illhoof and having Kil'rek die to AoE results in more damage to Illhoof.
- The most important thing in the fight is to DPS down 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.
- Rogues can use Wound Poison and/or warriors use Mortal Strike to minimize the healing that Illhoof receives from the sacrifice.
- The Demon Chains may be vulnerable to some DoTs 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, or Arcane Explosion.
Dealing with the Imps
- The best approach is using a warlock to repeatedly spam Seed of Corruption on Illhoof the entire fight. As there is no anti-pushback talent for this, the paladin should use concentration aura, or the warlock should repeatedly receive a priest Power Word: Shield or shaman Earth Shield throughout the fight. It should be enough to deal with the imps alone.
- A paladin can apply Blessing of Sacrifice on the warlock in conjunction with Dampen Magic. The imps hit for less than 90 damage, so all damage is transfered to the paladin and the warlock suffers no pushback from casting. The imps can be mitigated through two Power Word: Shields (one on the warlock, one on the paladin). However, should the warlock receive the Amplify Flames debuff, Seed of Corruption will be interrupted for its duration.
- The talent Nether Protection will cause the warlock to lose aggro on the imps for the duration, as he is immune. Healers should be prepared to take incoming damage if this ability is in play.
- Mages can be used to augment warlock AoE, or entirely separately. Fire Ward is effective in this case, as is Dampen Magic.
- Paladins can use Consecrate to hold the imps, although another AoE class will be needed to kill them.
- The imps are vulnerable to fear, which can disperse a little of their damage.
- The paladin can use Blessing of Sanctuary on the AoE classes to reduce the damage dealt by the imps by roughly a third. Used in conjunction with Blessing of Sacrifice from another paladin, the affected player takes nearly no damage from the attacks of the imps unless he has Amplify Flame on him.
- Hellfire, with Intensity and Concentration Aura, is 100% uninterruptable, and can be used to control the imps instead, but pales in a damage comparison to Seed of Corruption. The Hellfire tactic should only be used if there is no paladin tank and/or the warlock has Nether Protection.
- Fire resistance can be invaluable to the person who deals with the AoE. While most classes have little problems without Amplify Flames, it is not uncommon for the AoE tank to take upwards of 2,500 damage per second without the resistance gear while the Amplify Flames debuff is on them. Good fire resistance (200+) can easily reduce this by 50%, and most AoE spells receive little +damage bonus. However, using Dampen Magic and the Fire Resistance aura should be sufficient to reduce damage to minimum.
- As alternative option to warlock you can have a mage with Magic Absorption talent deal with the imps instead. The fire resistance attained by having paladin aura or shaman totem and using Mage Armor is enough to guarantee enough resists to keep the mage's mana pool full for the duration of the fight, althought having extra resistance obviously doesn't hurt. Note: Mage should have enough HP/resistances to survive sacrifice, or have the Ice Block talent to get out of it.
- If you have a decently geared paladin tank in the raid you should have him tank Illhoof with Fire Resistance Aura. The paladin should be chain casting Consecration for the whole fight. As Consecration ticks every second and has large area of effect it means majority of imps will be attacking the paladin instead of healers during Nether Protection procs and/or just after spawning. This both makes them die quicker and means that healers won't be getting that possibly lethal interrupt when keeping sacrificed person alive.
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.
- You can use /target Demon Chains or /tar Demon to switch to the chains quickly to quickly DPS them down.
- 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.
- 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.
Aggro Ah, you're just in time. The rituals are about to begin.
Sacrifice Please, accept this humble offering, oh great one.
Sacrifice Let the sacrifice serve his testament to my fealty.
Summon Come, you dwellers in the dark. Rally to my call!
Summon Gather, my pets. There is plenty for all.
Killing A Player Your blood will anoint my circle.
Killing A Player The great one will be pleased.
Death My life, is yours. Oh great one.