Mage FR Strat
The mage FR strategy with Magic Absorption did NOT appear to work when I used it on 5/28/07. I have 5/5 Magic Absorption and ran with 370 FR, but found that while the imps fireballs were reducted from 250 to 50 damage on average, NONE of them appeared to fully resist as required for the mana regen. I have to wonder if Blizzard made a tweak to this, since it could be considered a bit overpowered.
Overall, mage AOE with heavy FR is still a valid tactic, but you WILL run into mana problems. Meridun 19:43, 30 May 2007 (UTC)
Magic Absorption does work as of 10/07/07. However, the mage should still expect to run into mana problems. Flowers 20:02, 9 October 2007 (UTC)
As of 2.1.0, it is not possible to resist the Sacrifice damage. Stillfresh 02:43, 4 June 2007 (UTC)
I removed a lot of stuff here, most of it didn't really need to be there, and was incorporated by noting alternative forms of AoE that could be used in this encounter. Trying to keep it simple and concise. Stillfresh 20:01, 12 June 2007 (UTC)
Potion section removed.
I removed this section as telling people which potions to stack generally isn't germaine to a boss fight.
However, I did note that Shadow Prot Pots don't work on his sacrifice, and the ability was altered to reflect that the damage cannot be absorbed. Stillfresh 14:03, 29 June 2007 (UTC)
On Pally AoE tanking
I know it is feasible, however, the imp tanking section is intentionally left short. We don't need a page worth of text on how paladins tank it, how mages tank it, how warlocks tank it... etc. It's all pretty simple. Stillfresh 14:45, 5 July 2007 (UTC)
- ...and yet, here we are, with two giant tanking sections again, one for warlocks, one for mages. Removing both of them, revert the changes if you really, really think this a necessary part to explain. I think it's all pretty obvious. Stillfresh 19:49, 10 September 2007 (UTC)
Alt Strat removed
An alternative strategy was appended to the end of this article. It has been removed for being duplicative. The only significant change therein was tanking Kil'rek the entire fight. That possibility has been included in the tanking notes now.
Nothing personal, I'm just trying to keep everything readable and non-duplicative. Stillfresh 14:02, 9 July 2007 (UTC)
Of course, this is just another dumb speculation, but... As there are quite few Night elves in Azeroth, as we know High elven satyrs could technically exist, as Terestian has probably been in Karazhan since Medivh's allegiance to the Legion or Malchezaar's overtaking of the tower, he might a High elven satyr. Thoughts?-- (talk) 07:17, 13 July 2007 (UTC)
- Doubt we'll ever know. We get absolutely zero background about both him and Netherspite. They're not even involved in any of the quests. Stillfresh 21:25, 13 July 2007 (UTC)
Removed Strategy Variations
Some strategy variations were removed. The reasoning is thus: The article needs to be short and readable. Strategies that are only minor variations on the primary strategy should be omitted for readability. Stillfresh 14:32, 27 August 2007 (UTC)
Doesn't this guy have another ability? It's Shadow Word: Pain or something. I don't see it listed here.
Also, my warlock reported that the fire bolts hit for 100, not 200. Of course, he doesn't speak English so well, so I'm not going to change this without more evidence.
- Fire bolts seem to consistently hit me for around 200. I don't recall any other abilites, but I haven't fought him in a while. If there is a SW:P where does it appear? I've never seen it on any of the DPS/healers... Stillfresh 14:23, 16 October 2007 (UTC)
Easiest and smartest strategy
The tactics posted on Wowwiki is wrong, and made with no understanding off Seed of Corruption spell, or the mechanics of it. Seed of Corruption is a DoT spell that detonates when shadow damage on target reaches a certain amount (1044 damage) after which it deals AoE damage to all surrounding non friendly targets.
Seeding Illhoof himself constantly even with multiple warlocks is contra productive in a sense that Illhoof himself gets no damage from the spell what so ever (so in effect, you excluded two members off your raid from damage list more or less, aside other dots they do and bolts they fire). Shackles get hit every time the SoC detonates, but SoC's detonate one by one if you use this tactic (still referring on current Illhood tactics) which makes shackles go away very slowly, often too slow...
You don't Seed Illhoof, you seed the imps... When fight starts you assign each off two locks to a specific portal and make them seed each imp that comes out of it. You will very fast have at least 5-6 Seeded targets running about. Warlocks will get aggro, but better them then priests if you know what I mean. Show me a priest with 11500 health that my warlock has and ill show you the world. So, someone gets shackled, all locks need to do is detonate one imp which will start a chain reaction killing all imps, hitting Illhoof and Elite Imp and shackles. Shackles have a round 14000 health. Each Seed (which off you have 5-6 in the room as said earlier) does around 1500 damage on a +600 spell damage warlock, and crits up to 2500 or even more. When 5-6 seeds detonate on mark they will destroy the shackles in one big BANG (or at least lower their health considerably), hit Illhoof for 10000 damage, and Elite Imp too.
The guild I'm raiding with did the "seed the Illhoof" tactics and wiped many many wonderful times. I proposed this tactic to them and we did it in first attempt. Try it if you're stuck. Its a small abbreviation to the, again , in my opinion wrong, tactic that is the body of Illhoof strategy described on Wowwiki. Hope you make it you all.
Dunno if this is allowed but I'll post my armoury page just so you see I'm not some Tier 6 warlock that's full of it.
(op. a. if you decide to remove post because of the Armory post, please remove Armoury only because this is the way to down Illhoof with no wipes and with a smile on your face)
- The main problem with this approach is that Seed of Corruption damage does not count towards the detonation of other Seeds, thus meaning it sits on the imp for some time. You can do it either way, though. Stillfresh 15:56, 14 November 2007 (UTC)
So use Shadowfury and you'll ignite most of them.
Lets do it like this:
Seeding Illhoof deals with:
Elite Imp YES
Other imps YES
Shackle NO (YES, but not effectively)
Seeding Imps deals with:
Elite Imp YES
Other imps YES
It doesn't destroy a shackle (raid is still required to divert their attention off of Illhoof and towards shackles but time it takes to kill shackles like this is considerably lower) but I saw a druid get shackled and unshackled in near 0,5 seconds.
- k... although few raiding destro warlocks go 41 points into the tree. Stillfresh 14:30, 15 November 2007 (UTC)
Illhoof made easy
Taking Down Illhoof - The Skulls - Bloodhoof euro
We battled on Illhoof trying the mage on aoe locks on aoe on imps everything we read about. Weve taken too long and hes killed the group with that shadow bolt volley. And in the end this proved to be an easy kill method. Its static which means no heavy retargeting
The downs we found of specific classes taking the imps was they ran our out of control. easy to regain again as they die so quickly but they are non stop and you get the idea of being overwhelemed very quickly. Also you lose the dps on Illhoof himself which is needed cause he can heal like very very quickly during the sacrifice period.
Also seeds cost around 882 mana and its a long fight and our locks with their 10k mana pools could not keep up the seeding every imp. Mana was dry before Illhoof got near 50%. 10 seeds and your 9k mana down. And those 10 seeds will be on within the first minute. So we dont know how the guys keep their pools up and both our locks sacrifice their fel hunters for the mana buff but 200odd mana per 4 seconds does little to compensate for 900 mana every 2 seconds when u cannot stop for the entire fight. So if you can get away insane mana pools enjoy but we could not. Even tried doing the odd imp its just too much mana required as the imps are non stop. Granted they cause damage to all in the room but in our opinion having 8 imps explode for lets say 1.5k per pop non crit is wasted damage as all the imps could die on 3 seeds and wed rather have the lesser costing mana shadow bolts have the chance to crit on prince in between. Average bolts are 2k with a decent crit coming in on the 5k+ side. and each lock can squeeze in 2 bolts between the next seed needed.
Our strat that works well. and is easy. This does rely on the 2 locks 3 would be superb. 1 x Prot Tank 1 x Druid 2 x Locks 1 x Mage 1 x Shammie 1 x Holy Priest 1 x Shadow Priest 1 x Rogue 1 x Hunter
At outset assign 1 Heavy dps (not the locks) to his minion elite imp. Every time that imp is alive he guns it down the bonus damage is way better than anything else and ensures Illhoofs hp drops quickly during the inrceased damage from his kill. Put 1 tank we put druid on Illhoof himself. Other tank takes the Elite imp we use prot for this all start gunning Illhoof minus the one guys on the Elite imp. You can get the 2 locks to help out on the imp before the portals open.
This fight is good fun and runs well. Once the portals open and the imps start coming out your locks start seed of corruption dont worry about the the fact that they dont hit Illhoof in between they keep immolate and shadow bolts on him and not having to retarget means they are playing on 3 or 4 keys. Illhoofs hp runs down very very quickly with this method. when his elite imp is down all dps is on him constantly and seeds. You will have no imps running around causing grief as they die very very quickly.
Dont be fooled time is lost retargetting and picking Illhoof as your next target while waiting for you seeds to blow can waste a decent shadow bolt. Also the imp will take the full duration of the seeds before they explode and although not alot of damage try cast something getting hit by 5 firebolts all the time. 1 shadow bolt can take over 6 seconds to get off. Planting it on Illhoof guarantees a quick explosion and erradicates the imps very very quickly most will die before fireing any bolts at your dps or healers.
Your prot tank must pick up the Elite Imp when ever he spawns and move around Illhoof Thunder Clapping this ensures all imps are in range for the Seeds to do their work.
If an imp or 2 do start casting away from the Seeds effects have the rogue go sort em out and get back in the fight.
The macro is essential. If someone is sacrificed you break your current cast and start gunning those chains down. 14k hp on em so 1 shot from all dps should break em.
Illhoofs hp drops very quickly and constantly this way and if the shackles are sorted from the outset you should have them broken in under 4 seconds 6 tops meaning he receives alot less healing and can be gunned down again.
Thats the fight its a spank away with Illhoof as primary target for all dps and chains when they appear. 1 dps on Elite Imp and prot tank in Thunder Clap mode keeping em near Illhoof. -- Jesko
Does Fade really work?
One of the strategies listed is: "Priests can use Fade just before Illhof selecting his target to prevent him/herselves from Sacrifice."
Does this really work? If he's targeting people in a truly random fashion, how would changing your threat do anything? I have a feeling this is just someone who didn't get picked and decided that casting Fade was the reason. If not, can anyone else confirm that this works?--Dfscott 16:30, 24 March 2008 (UTC)
> Terestian Illhoof is a corrupted satyr